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9mm Parabellum Bullet - Inferno [CatchTheBeat]

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Topic Starter
MBomb
This beatmap was submitted using in-game submission on 04 March 2017 at 04:29:58

Artist: 9mm Parabellum Bullet
Title: Inferno
Source: ベルセルク
Tags: MBomb BERSERK guts casca griffith 2016 tv size opening
BPM: 195
Filesize: 23891kb
Play Time: 01:28
Difficulties Available:
  1. Conflagration (7.89 stars, 542 notes)
  2. Cup (1.51 stars, 147 notes)
  3. Overdose (6.24 stars, 497 notes)
  4. Platter (3.14 stars, 263 notes)
  5. Rain (4.34 stars, 365 notes)
  6. Salad (1.94 stars, 194 notes)
Download: 9mm Parabellum Bullet - Inferno
Download: 9mm Parabellum Bullet - Inferno (no video)
Information: Scores/Beatmap Listing
---------------
"The raging inferno burned down all that surrounded it, leaving nothing left but a scar on the land, and the ruins of civilisation that once lived there."

Thanks to JBHyperion for getting the video for me! Redl after 27/12/2016 for video.

Standard Set

#4 in Community Choice 2017


Cup mapped and (not) hitsounded by - Magic Bomb -
Salad mapped and (not) hitsounded by - Magic Bomb -
Platter mapped and (not) hitsounded by - Magic Bomb -
Rain mapped and (not) hitsounded by - Magic Bomb -
Overdose mapped and (not) hitsounded by - Magic Bomb -
Conflagration mapped and (not) hitsounded by - Magic Bomb -
Hitsounds by Monstrata
PlasticMemor
this was a meme confirmed
Absolute Zero
hey look it's the x-axis but covered in streams :^)
DeletedUser_6709840
I'll map you a platter if you want
Sorceress
Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Topic Starter
MBomb

Sorcerer wrote:

Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much. - Done for most, although some horizontal sliders were intended to be dashed, or fit well with flow (For example, going out from a dash of the previous note), so I left those ones.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it. - Talked to you in PM about this, I did this intentionally for a higher variety of patterns, and to add a bit more difficulty to the map, however the spike it causes may be a bit too much, so I'll see if others comment on this.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Thanks for the mod!
DeletedUser_6709840
I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance?
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Topic Starter
MBomb
Set's finished, time to reply to this mod.

RoseusJaeger wrote:

I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance? - Done.
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated. - This cup is harder than a lot of others due to the song, so I feel this kind of pattern is fine, as there is reaction time given to compensate for the slightly harder pattern.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes. - I feel as though 1.28x makes this stream a lot harder for a newer player, as with 1.44x they can just hold the right arrow key and hit it all, whereas a 1.28x makes it so that if you do this you miss.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read. - Done 1.7x, I think this is enough reaction time.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it. - I think it's fine, not too difficult for a salad because of the reaction time given.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered. - Leaving it how it is for the consistency of NCs is fine in my eyes, and according to the guideline this is alright.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player. - This isn't really heavy spacing right now, and decreasing it anymore would just lead to newer players trying to stand in the middle, which isn't what I want here.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally. - Reduced slightly considering this is the first 2 seconds of the song.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player. - Yeah reduced slightly.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended. - I think this one is fine to be a bit stronger given the strength in pitch of this note.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field. - Lessened curve of slider.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note. - The antiflow on this sounds fine to me, and plays easy enough for a platter, so I'd rather keep it as it is.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated. - I think these ones are fine, because they give you more reaction time.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable. - I agree, fixed.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything. - Looks good.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone. - Instead I decided to ctrl+H all notes after 01:27:151 (5) - , as I feel this creates a nicer backforth flow.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Thanks for the mod!
BoberOfDarkness
Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^
  4. 00:12:690 (4) - add NC

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!)
  5. 00:31:613 (4,5) - thats look bad :v
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    and also here 00:53:305 (3) -
    and 00:55:151 (5) -

    and on those 00:56:997 (3,4) -

    and... this 01:02:536 (7) -

    also 01:04:382 (4) -

    you can add NC here too 01:06:228 (4) -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) -

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) -

    here 01:15:459 (3) - is nice spot for NC
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow
General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier
Maybe try using CS3.7 on overdose for some CS spread?
New combos should be applied to other diffs as well you use too long combos
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ?


very nice mapset
Topic Starter
MBomb

BoberOfDarkness wrote:

Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -

    Denied all, 12 fruits on the plate is fine in an overdose.
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream - It's a pretty easy wiggle pattern, and adds some variety in the streams.
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^ - Don't like the idea of adding NCs onto these, it looks strange to me.
  4. 00:12:690 (4) - add NC - Following consistent NC pattern with previous.

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!) - It's only 16, and I feel this is fine on an overdose, it doesn't clutter too much.
  5. 00:31:613 (4,5) - thats look bad :v - 4 is vertical so that the catcher follows a pattern as if this was a 1/8 triple, and then goes back to HDash to 5, I think it plays nicely.
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    Same as earlier.

    and also here 00:53:305 (3) -
    and 00:55:151 (5) - - Again with these, 12 fruit on plate is fine.

    and on those 00:56:997 (3,4) - - There's barely even any fruit on plate here though...

    and... this 01:02:536 (7) - - Again, I also feel up to 16 is fine on an overdose.

    also 01:04:382 (4) - - Same as earlier.

    you can add NC here too 01:06:228 (4) - -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) - - And with all of these.

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) - - Up to 16 still seems fine to me, doesn't feel cluttered.

    here 01:15:459 (3) - is nice spot for NC - Not cluttered at all here, barely any fruit on plate.
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it - Curved.
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow - Simple wiggle pattern is fine at this high difficulty.

General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier - This gap is only in star rating, in terms of difficulty, the gap is not that big.
Maybe try using CS3.7 on overdose for some CS spread? - Would rather increase CS of Incandescent if I was going to try and improve CS spread, but I think it's fine as it is, because the difficulty itself is more of an increase than the CS would make it.
New combos should be applied to other diffs as well you use too long combos - I stuck to the guidelines of the ranking criteria in all difficulties, so combo lengths are fine.
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ? - I don't like going above HP6 in most situations, and I think the increasing nature of streams getting harder makes the HP seem to go up anyway, even though it technically never does.


very nice mapset
Thanks for the mod!
Yuii-
Hoooly

Good luck!
Bunnrei
oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern)
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve)
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS)

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows

rank
Topic Starter
MBomb

Chara wrote:

oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing - Nice idea, done in a way where it plays differently to other patterns still, whilst feeling good to play.
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch - Done.
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern) - Really like how this plays.
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve) - Made the pattern a curve, but not with the pitches, as the actual strength of the drum feels really similar throughout, so similar distances are still fine.
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS) - Yeah, increased.

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows - I think the consecutive left-rights are fine because they're a lot easier than the patterns in incandescent, and I think it forms a good bridge between that and the rain. I tried to keep those patterns simple whilst still making them difficult, which is why they are pretty simple movement, rather than the more complicated ones used, for example, at the end of Incandescent.

rank
Thanks for the mod!
Crowley
pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part?

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1)
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one
00:28:382 (3) - better if this has hfruit or farther distance
00:35:766 (1) - better if the sliderend has a hfruit
00:38:536 (2) - flip this?
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) -
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) -
01:15:459 (2) - ctrl g pls then increase ds
01:20:997 (5) - feels empty
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
BoberOfDarkness
I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
JBHyperion

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
Ranking Criteria



discuss
Topic Starter
MBomb

Crowley wrote:

pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part? - The dash patterns are basically the same as the first part, the only difference is I didn't map the long slider for the held note, which I decided not to do because the second kiai actually has a constant 1/2 drumbeat which is pretty strong rhythm.

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1) - I like the way the antiflow plays here, and I think it neatly compliments the intensity of the vocals on these.
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped - I think following the guitar is best for the first section like this.
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one - My mapping style (As well as most other mappers) is to have HDashes to strong notes, to emphasise how that is the strong one. I think 1 is a lot stronger note than 2, as this is where the actual change in intensity happens. Having a HDash to 2 could be nice as well, but I feel it would be too hard for this difficulty, so I decided to only have one to 1.
00:28:382 (3) - better if this has hfruit or farther distance - Increased distance slightly, I think a HDash would be too much.
00:35:766 (1) - better if the sliderend has a hfruit - I think this would be a bit hard for this type of difficulty.
00:38:536 (2) - flip this? - The antiflow is to put more emphasis on the vocals here, however I did reduce the distance slightly to make it easier.
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) - - Done.
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) - - Focus here in timeline is on drums, not vocals.
01:15:459 (2) - ctrl g pls then increase ds - Antiflow feels better for these vocals to me.
01:20:997 (5) - feels empty - Fixed for reason stated in platter.
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating - I'm not entirely sure what this means, but either way, I like the dashes how they are because all of the notes in this section are strong, it's just I felt this type of pattern would've been too hard in the platter.

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
Thanks for the mod! Just some advice to improve your modding, you should probably try mentioning reasons for what you say in your mods. I could understand your reasoning for the most part, but some less experienced mappers would maybe not understand why you were asking them to do certain things, and so not accept the suggestions, even if they would if they actually knew the reasoning. It was helpful though, so thanks! :D
snexe
Nice hardest difficulty name, but Conflagration could be more okay than Incandescent.

map shelter
Bunnrei

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
Topic Starter
MBomb

Chara wrote:

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
I prefer Incandescent, because, whilst CtB difficulty names don't reflect this well, most of the time difficulty names are used to describe, and so an adjective makes more sense to me.
Crowley

- Magic Bomb - wrote:

Crowley wrote:

pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part? - The dash patterns are basically the same as the first part, the only difference is I didn't map the long slider for the held note, which I decided not to do because the second kiai actually has a constant 1/2 drumbeat which is pretty strong rhythm.

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1) - I like the way the antiflow plays here, and I think it neatly compliments the intensity of the vocals on these.
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped - I think following the guitar is best for the first section like this.
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one - My mapping style (As well as most other mappers) is to have HDashes to strong notes, to emphasise how that is the strong one. I think 1 is a lot stronger note than 2, as this is where the actual change in intensity happens. Having a HDash to 2 could be nice as well, but I feel it would be too hard for this difficulty, so I decided to only have one to 1.
00:28:382 (3) - better if this has hfruit or farther distance - Increased distance slightly, I think a HDash would be too much.
00:35:766 (1) - better if the sliderend has a hfruit - I think this would be a bit hard for this type of difficulty.
00:38:536 (2) - flip this? - The antiflow is to put more emphasis on the vocals here, however I did reduce the distance slightly to make it easier.
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) - - Done.
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) - - Focus here in timeline is on drums, not vocals.
01:15:459 (2) - ctrl g pls then increase ds - Antiflow feels better for these vocals to me.
01:20:997 (5) - feels empty - Fixed for reason stated in platter.
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating - I'm not entirely sure what this means, but either way, I like the dashes how they are because all of the notes in this section are strong, it's just I felt this type of pattern would've been too hard in the platter.

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
Thanks for the mod! Just some advice to improve your modding, you should probably try mentioning reasons for what you say in your mods. I could understand your reasoning for the most part, but some less experienced mappers would maybe not understand why you were asking them to do certain things, and so not accept the suggestions, even if they would if they actually knew the reasoning. It was helpful though, so thanks! :D
thanks for the tip~ :3
Bunnrei
something that i overlooked in [incandescent]

01:04:074 (3) - this slider seems out of place in that part for me since most of the sliders are horizontal or slightly inclined, while this is almost vertical. the shape also kinda makes me stop at that point while just continuously moving in the other parts, so consider making this slider a bit more horizontal

such a long post for a single object gg char

no kds
Topic Starter
MBomb

Chara wrote:

something that i overlooked in [incandescent]

01:04:074 (3) - this slider seems out of place in that part for me since most of the sliders are horizontal or slightly inclined, while this is almost vertical. the shape also kinda makes me stop at that point while just continuously moving in the other parts, so consider making this slider a bit more horizontal

such a long post for a single object gg char

no kds
I did this intentionally so that there's a bit more variety in movements here, but thanks anyway!
WildOne94
Yooo there mb o/
It was either a m4m for Soleil or OKAY (I Forgot).

General
Nothing So far

Cup
Pretty solid cup I must say from a full playthrough. This will mainly be very little suggestions.

00:18:228 (2) - There are some of these sliders that go along with the guitar slide. I just thought it would work better if the sliders on these would be curved to fit with the guitar more.

00:49:613 (3,4,1) - here it's more spaced out than usual. I don't know if that was intentional but it may be hard for beginners to walk this as for me the last fruit was literally on the edge of the plate when walking. Perhaps reduce ?

00:55:766 (5) - I think moving this to the exact centre at x:256 will show more emphasis for the next note and show more what you are doing here. I presume it's for emphasis at least ? Only suggested this to make it more clear for the players.

01:05:305 (1,2,3) - Felt here like it was getting cramped up on the spacing as shown with the change of distance. Perhaps move some notes around to make it equal spacing so it's not so little awkward movements ? Maybe something like this ? (3 is behind 1)

Salad
00:17:305 (1,2,3) - The 3rd note is different distance in this triplet just slightly. Best to readjust so it matches it all together.

00:18:228 (5) - Like I suggested in cup but more bigger suggestion here. I thought this needed a curve to fit the guitar better instead of a straight slider. Like you did with 00:21:920 (5) - perhaps ?

00:59:459 (5,1) - Maybe reduce distance a tiny bit here ? The opposite direction reverse slider could prove troublesome for people starting to play salads.

Imo for a little bit the jumps start to die down a little for about 10seconds and thought here could be more jumps. Try these as jumps maybe ?
01:01:613 (1,2) - 01:05:920 (3,4) - 01:07:151 (1,2) -

01:27:459 (1,2,3,4,5,6,1) - Imo I thought these were a little unexpected. Can keep but just thought maybe reduce distances a bit so player can stack them.

Good Salad too!

Sorry about the break between. Let's get back to finishing this

Platter
00:07:151 (3,4,5) - I thought these were very weirdly spaced as I could only barely walk the distance here. I would suggest reducing a little here.

00:14:536 (1,2) - Spacing here was really high and hard imo. I would move (1) to x:152 and (2) to x:32 so you can keep the hyper but with easier spacing.

00:21:613 (3,4) - That anti-flow is really troublesome imo and is not smooth. Imo to fix this would be to Ctrl + G (4) and then try make 00:20:997 (1,2,3) - more of the right side of the screen to make it so it can jump to it better then.

00:23:766 (6,7,8) - Imo I thought it went too slow here. Try move (6) to x:208 (7) to x:320 and (8) to x:48.

00:33:459 (3,4) - The spacing again was a little awkward between the 2 notes. I would just remove (4) and have (3) as a reverse to fix the problem.
Edit : Just realised about the hyper. If you want to keep it then perhaps another way would be to just move (4) a little more left because it feels a little flow stoppy atm.

00:44:997 (1,2) - This is only a little suggestion but perhaps make a little bit of spacing here like you did a little just after here ? Don't know if you did it for gradually intensing the notes though with the music but it feels too close together atm.

00:46:843 (1,2) - ^

00:50:536 (1,2) - Thought the anti-flow jump here was just a tad too intense for players. Also quite un-expecting. Reduce a little ?

00:53:305 (3,4) - For a quiet part this was quite a big jump too.

01:04:074 (3,1) - Maybe just slightly ^

01:04:997 (3,1) - ^

01:19:459 (2,3) - ^

Rain
Quite a hard diff so might not be the best at modding here but here goes.

00:02:536 (1,2) - Tbf I didn't expect the dashes to keep up here. It felt like it need a little break too. I suggest moving (2) to x:368

00:06:228 (1,2) - Same case here infact. Only by a little though. (2) on x:240 ?

00:15:459 (1,2,3,4,1,2,3,4) - I feel as something here made the constant dashing not even work. I kept missing here when holding down the dash button and still missed. Perhaps the reducing parts could be these 00:15:459 (1,2) - 00:16:382 (1,2) - even just a small amount.

00:29:305 (1,2) - These this time are too close to eachother. You could nudge 00:29:920 (2) - a little left to say the DS which is x:384 and still keep the hyper.

00:35:766 (1,2) - Thought a hyper here would be quite good. perhaps move 00:36:074 (2,3,4,5,6,7,8,9,1) - to x:432

00:36:612 (9,1) - Distance feels too big here again imo. Imo it does not need such an intense hyper here. Was quite unexpecing too.

00:40:997 (7) - Perhaps just move the tiniest bit left to it doesn't look so weird and flows nicer. Don't need to dash as hard then for this quiet part. Try x:408 ?

00:50:536 (1,2) - maybe could reduce here a bit too ? Felt like it should of been walkable. Maybe try more like this distance 00:50:997 (3,4) -

01:02:536 (1,2,3,4,5,6,7,8,9) - Hmmm I thought here it was a little cramped in the left side. Perhaps space out to the right a bit more ? It made 01:03:151 (9) - a bit difficult to try get too as this slant and curve of a slider was different from the rest and not expected.

01:17:305 (1,2,3) - 2 things here. I thought that (2) could have been moved right more to make the notes a bit nicer to catch. And the 2nd was maybe move all notes to x:416 ? It makes a nicer space and jump then imo.

The rest I can't really mod as they are too hard for me :(
But I hope this helped <3
GL !

100TH KD INCOMING! WOOOOO PARTY!
Topic Starter
MBomb

WildOne94 wrote:

Yooo there mb o/
It was either a m4m for Soleil or OKAY (I Forgot).

General
Nothing So far

Cup
Pretty solid cup I must say from a full playthrough. This will mainly be very little suggestions.

00:18:228 (2) - There are some of these sliders that go along with the guitar slide. I just thought it would work better if the sliders on these would be curved to fit with the guitar more. - I changed one or two, but I honestly feel the slide feels fine as a straight line in the same way they feel good as curves, so it adds a tiny bit of variety which I like.

00:49:613 (3,4,1) - here it's more spaced out than usual. I don't know if that was intentional but it may be hard for beginners to walk this as for me the last fruit was literally on the edge of the plate when walking. Perhaps reduce ? - Done.

00:55:766 (5) - I think moving this to the exact centre at x:256 will show more emphasis for the next note and show more what you are doing here. I presume it's for emphasis at least ? Only suggested this to make it more clear for the players. - I actually prefer a bigger distance here, so I increased it slightly instead.

01:05:305 (1,2,3) - Felt here like it was getting cramped up on the spacing as shown with the change of distance. Perhaps move some notes around to make it equal spacing so it's not so little awkward movements ? Maybe something like this ? (3 is behind 1) - Made it equal distancing but with the same movement, instead of changing it in your suggested way, but I think it clears what you're talking about.

Salad
00:17:305 (1,2,3) - The 3rd note is different distance in this triplet just slightly. Best to readjust so it matches it all together. - Distance decreases for pitch lowering, and I also think the curve is pretty nice here.

00:18:228 (5) - Like I suggested in cup but more bigger suggestion here. I thought this needed a curve to fit the guitar better instead of a straight slider. Like you did with 00:21:920 (5) - perhaps ? - As mentioned there, I think it's fine to emphasise it just as well.

00:59:459 (5,1) - Maybe reduce distance a tiny bit here ? The opposite direction reverse slider could prove troublesome for people starting to play salads. - Done.

Imo for a little bit the jumps start to die down a little for about 10seconds and thought here could be more jumps. Try these as jumps maybe ?
01:01:613 (1,2) - 01:05:920 (3,4) - 01:07:151 (1,2) - - Done first two, but I think the third one is fine as a normal movement for consistency with the previous part.

01:27:459 (1,2,3,4,5,6,1) - Imo I thought these were a little unexpected. Can keep but just thought maybe reduce distances a bit so player can stack them. - The point is for them to not be able to be stacked, that ruins the intensity of this last section in my eyes. I feel it's difficult for a salad, but fitting with the intensity of the song, and just about borderline on fine for this difficulty.

Good Salad too!

Sorry about the break between. Let's get back to finishing this

Platter
00:07:151 (3,4,5) - I thought these were very weirdly spaced as I could only barely walk the distance here. I would suggest reducing a little here. - Done.

00:14:536 (1,2) - Spacing here was really high and hard imo. I would move (1) to x:152 and (2) to x:32 so you can keep the hyper but with easier spacing. - This is already just about walkable, and a dash is intended here, but I'm not increasing due to that making that HDash too hard, so I think current spacing is fine.

00:21:613 (3,4) - That anti-flow is really troublesome imo and is not smooth. Imo to fix this would be to Ctrl + G (4) and then try make 00:20:997 (1,2,3) - more of the right side of the screen to make it so it can jump to it better then. - Honestly this movement already feels pretty comfortable to me, I think it's comfortable as it is.

00:23:766 (6,7,8) - Imo I thought it went too slow here. Try move (6) to x:208 (7) to x:320 and (8) to x:48. - Increased distances a bit, but not changed the pattern in the way you said.

00:33:459 (3,4) - The spacing again was a little awkward between the 2 notes. I would just remove (4) and have (3) as a reverse to fix the problem.
Edit : Just realised about the hyper. If you want to keep it then perhaps another way would be to just move (4) a little more left because it feels a little flow stoppy atm. - Moved 4 to left.

00:44:997 (1,2) - This is only a little suggestion but perhaps make a little bit of spacing here like you did a little just after here ? Don't know if you did it for gradually intensing the notes though with the music but it feels too close together atm. - I did it for the increase, and I feel as though the current distancing at these parts feels fine.

00:46:843 (1,2) - ^ - Same here yeah.

00:50:536 (1,2) - Thought the anti-flow jump here was just a tad too intense for players. Also quite un-expecting. Reduce a little ? - I think it's fine because of the intensity of the music, combined with this being kiai time, and the SV not being very high.

00:53:305 (3,4) - For a quiet part this was quite a big jump too. - This jump is possible to be overdashed (or would be if the wall wasn't in the way), so this nowhere near too big for a platter in my opinion.

01:04:074 (3,1) - Maybe just slightly ^ - I used bigger distances earlier, and you didn't comment on those, and these are very similar movements, so I see no problem with these.

01:04:997 (3,1) - ^ - Same there.

01:19:459 (2,3) - ^ - Reduced this one slightly.

Rain
Quite a hard diff so might not be the best at modding here but here goes.

00:02:536 (1,2) - Tbf I didn't expect the dashes to keep up here. It felt like it need a little break too. I suggest moving (2) to x:368 - Dash is for the drum here.

00:06:228 (1,2) - Same case here infact. Only by a little though. (2) on x:240 ? - ^.

00:15:459 (1,2,3,4,1,2,3,4) - I feel as something here made the constant dashing not even work. I kept missing here when holding down the dash button and still missed. Perhaps the reducing parts could be these 00:15:459 (1,2) - 00:16:382 (1,2) - even just a small amount. - I'm quite confused as to what you mean here. Holding dash is the intention for jumps, but if you held dash for sliders, you might end up overmoving and yes, that would make it difficult to catch the next note. However, I feel this level of difficulty makes sense in a rain, as the distances are not that strong, and it's possible to catch even if you do mess up like that.

00:29:305 (1,2) - These this time are too close to eachother. You could nudge 00:29:920 (2) - a little left to say the DS which is x:384 and still keep the hyper. - Increased it a bit.

00:35:766 (1,2) - Thought a hyper here would be quite good. perhaps move 00:36:074 (2,3,4,5,6,7,8,9,1) - to x:432 - Sure.

00:36:612 (9,1) - Distance feels too big here again imo. Imo it does not need such an intense hyper here. Was quite unexpecing too. - Yeah, decreased slightly.

00:40:997 (7) - Perhaps just move the tiniest bit left to it doesn't look so weird and flows nicer. Don't need to dash as hard then for this quiet part. Try x:408 ? - This isn't even a dash right now, I'm confused what you mean by this.

00:50:536 (1,2) - maybe could reduce here a bit too ? Felt like it should of been walkable. Maybe try more like this distance 00:50:997 (3,4) - - This dash was to emphasise the strong guitar on 2.

01:02:536 (1,2,3,4,5,6,7,8,9) - Hmmm I thought here it was a little cramped in the left side. Perhaps space out to the right a bit more ? It made 01:03:151 (9) - a bit difficult to try get too as this slant and curve of a slider was different from the rest and not expected. - I feel the opposite, as if the slant to the right made the next movement easier, because it flowed right into the next pattern. Either way, whilst the cramping isn't intentional, I don't think it's damaging to the flow, and feels fine to play.

01:17:305 (1,2,3) - 2 things here. I thought that (2) could have been moved right more to make the notes a bit nicer to catch. And the 2nd was maybe move all notes to x:416 ? It makes a nicer space and jump then imo. - Moved 2 to the right a bit to make it nicer, however I feel as though moving all to x:416 increases the hyper strength unnecessarily, and so I'd prefer to leave it as it is.

The rest I can't really mod as they are too hard for me :(
But I hope this helped <3
GL !

100TH KD INCOMING! WOOOOO PARTY!
Thanks for the mod!
xi-False
MOD

Finished!

Rain
-This section plays out fine but, i noticed that the last two notes for each color combo are hyper notes 00:16:074 (3,4) - 00:16:997 (3,4) - 00:17:920 (3,4) - 00:19:766 (3,4) - 00:20:690 (3,4) - that follow a specific part of the music. This slider falls underneath that group of notes 00:21:613 (3) - i would delete that slider and make it into hyper notes.

You can do that by deleting that slider and adding a note here 00:21:613 - at x:272 and adding a note here 00:21:766 - at x:32
This also complements that long slider 00:21:920 (5) - following the guitar for making the jump a lot bigger than the previous jump.

Overdose
-This start of this pattern feels weird 00:00:690 (1,2,3,4,5) - move this note 00:00:690 (1) - to x:224 to make it similar to this pattern 00:01:151 (6,7,8,9,10) -

-I shitmiss here a lot 01:16:997 (7,8) - and i find these two sliders easier to land if you move 01:17:151 (8) - to x:392 and angle the end slider anchor point to x:360

-I also shitmiss here 01:18:690 (6,7) - every now and then, not too big of a problem but just going to point it out.

Incandescent
-I noticed the start of the beat map intensifies little by little until it reaches his vocals 00:08:074 (1) -
But in my opinion, This jump 00:06:228 (1,2) - should be just as hard as this jump 00:04:382 (1,2) - I would select this note 00:06:228 (1) - Ctrl+G and move it to x:336 so it has the same hyper jump distance as this pattern 00:04:382 (1,2) -

- This note looks out of places but plays fine, for the sake of hyper jump combos make this slider 00:21:613 (7) - vertically straight and move it to x:272
it makes this whole pattern 00:21:613 (7,1,2) - seem cleaner

-small suggestion but, move this note 00:32:074 (1) - to x:336 and this note 00:32:536 (3) - to the same spot x:336

-This part is amazing 00:48:690 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9) -

-Holy crap beautiful 00:54:228 (1,2,3,4,5,6) - 10/10 :)

-This pattern feels a little bit inconsistency 01:23:920 (2,3,4,5,6,7) - and when counting how many small grid squares they are apart they are not the same. after a lot of trial and error you can Smooth it out by changing the gird to Small Ctrl+G+2 and moving these 3 notes 01:23:920 (2,4,6) - to x:272
and also 01:23:997 (3,7) - these ones to x:112 and 01:24:151 (5) - to x:434 you can also move the end of this slider 01:23:766 (1) - on top of note 01:24:151 (5) - for a finishing touch.

Really good map set - Magic bomb - :)
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