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Billain - Boogie [CatchTheBeat]

posted
Total Posts
38
Topic Starter
Spectator
This beatmap was submitted using in-game submission on 2017년 7월 31일 월요일 at 오후 10:33:43

Artist: Billain
Title: Boogie
Tags: neurofunk drum and bass dnb turbofolk
BPM: 174
Filesize: 14134kb
Play Time: 06:21
Difficulties Available:
  1. Overdrive (6.66 stars, 1867 notes)
Download: Billain - Boogie
Information: Scores/Beatmap Listing
---------------

Ranked #07

Billain

Boogie




● Overdrive by Spectator

♥ Nominated by Monstrata and F D Flourite
autofanboy
:thinking:
Ascendance
[
General
]

  1. Difficulty Spread : AR9.7 seems a bit high here. I know it's pretty dense, but honestly, I think something like 9.5 would be better here for sure. Also maybe increase the CS to 4.2 or something?
  2. Background Size : okay!
  3. Unsnapped objects : okay!
  4. Audio bitrate over 192 kbps : okay!
  5. Metadata Issues : okay!
  6. Timeline Issues : okay!
  7. Combo Colors : Please set some! ;w;
  8. Unused Hitsounds :
    - drum-hitclap40.wav
    - Industrial SFX 5.wav
    - Industrial SFX 7.wav
    - normal-hitfinish42 (2).wav
  9. Hitsounds Issues : wtf are those "industrial sfx" files lol
  10. Unused Files / Other : The diff name "Spec" is unrankable, as it relates to your username. You'll need to find some other custom difficulty name to use should you end up going for rank.


[
Spec
]

General



  1. 01:26:904 (1,2) - Since there's still notes inside the ticks here, have you considered making these 1/4 repeat sliders with a hyperdash between them? It sounds much better since it hits all the notes and gives some nice buildup emphasis here.
  2. 02:00:697 (4) - Firstly, I'd NC this for sure just because of the combo it builds up, but I'd maybe do a curve as well instead of a repeat slider since the sound is pretty dynamic and promotes some movement there!
  3. 02:11:387 (1) - Sounds like a 1/2 + a 1/4 to me. The first sound seems to end on 02:11:559 - and by making it 3/4, you're skipping the strong sound.
  4. 02:11:732 (2) - Curve maybe as well? Really dynamic sound here
  5. 02:33:456 (2) - Even though there's no real sound on 02:33:628 - , I think turning this into a repeat creates a much more natural transition and plays much better. You can create some artificial emphasis with some hitsounding if you're against overmapping ;)
  6. 02:42:163 (5,6) - Distance is pretty far here, consider reducing for sure!
  7. 02:49:318 (7,8) - Same here actually, for some reason you've increased the distance here to something a bit too far :<
  8. 03:03:801 (2) - x:256 here for a bit of a lighter distance? If you do this, you'll need to fix the hdash to 03:04:059 (3) -
  9. 03:16:904 (5,6) - Really shallow pattern where it can be hard to slow down out of a really fast paced section before it. I'd increase the distance here a bit, maybe even a hyperdash for leadup into 03:17:249 (1,2,3) - ?
  10. 03:24:663 (4) - vertical kills the flow here pretty badly T_T you're forcing the catcher to stop here to catch this note rather than tilting it into the flow patterns you've been doing for the whole map. Tilting it as you've done before would be much nicer here.
  11. 04:21:042 (3,4,1) - This is a really harsh pattern mainly because of the 1/4 into 1/2 hyperdash. I think that by removing the antiflow from 04:21:214 (4,1) - the pattern would be much better! Right now it's just a bit too harsh for a "calmer" section of the map, and it could pretty easily throw the player off.
  12. 04:29:318 (2,3) - Move these to x:292? Distance is a bit too far right now. If you do that, don't forget to fix the hdash between 04:29:576 (3,4) -
  13. 04:31:387 (7) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh there's nothing on 1/8 here so probably better to snap to 1/4 >_> Also, I'd probably tilt it to the left for better flow!
  14. 04:36:904 (7,8) - Same for this one. I understand that you're trying to give more emphasis to those singular notes, but by snapping it to a nonexistant sound and creating emphasis that doesn't exist, it can really throw the player off for sure :<
  15. 04:42:421 (7) - etc etc etc, you know what to do for the rest of these
  16. 04:48:973 (4) - flow killer, same thing about the vertical slider earlier, this flowbreak really kills the fast paced nature you're promoting here
  17. 04:50:352 (5,6) - x:225 for a bit more of a comfortable distance, seems slightly too high right now
  18. 06:07:594 (5) - T_T
  19. 06:18:025 (4) - T_T
  20. 06:21:732 (1) - Move it away from the wall please :<
  21. there's a bunch of those weird 1/8 things at the end of the map so I suggest you fix those as well =w=

Good luck!
Topic Starter
Spectator

Ascendance wrote:

[
General
]

  1. Difficulty Spread : AR9.7 seems a bit high here. I know it's pretty dense, but honestly, I think something like 9.5 would be better here for sure. Also maybe increase the CS to 4.2 or something? tried lower ARs before and I felt like 9.7 works best for it lol
  2. Background Size : okay!
  3. Unsnapped objects : okay!
  4. Audio bitrate over 192 kbps : okay!
  5. Metadata Issues : okay!
  6. Timeline Issues : okay!
  7. Combo Colors : Please set some! ;w;
  8. Unused Hitsounds :
    - drum-hitclap40.wav
    - Industrial SFX 5.wav
    - Industrial SFX 7.wav
    - normal-hitfinish42 (2).wav
  9. Hitsounds Issues : wtf are those "industrial sfx" files lol
  10. Unused Files / Other : The diff name "Spec" is unrankable, as it relates to your username. You'll need to find some other custom difficulty name to use should you end up going for rank.


[
Spec
]

General



  1. 01:26:904 (1,2) - Since there's still notes inside the ticks here, have you considered making these 1/4 repeat sliders with a hyperdash between them? It sounds much better since it hits all the notes and gives some nice buildup emphasis here.
  2. 02:00:697 (4) - Firstly, I'd NC this for sure just because of the combo it builds up, but I'd maybe do a curve as well instead of a repeat slider since the sound is pretty dynamic and promotes some movement there!
  3. 02:11:387 (1) - Sounds like a 1/2 + a 1/4 to me. The first sound seems to end on 02:11:559 - and by making it 3/4, you're skipping the strong sound. imo it does not feel like a really strong sound for me and I'm worried that adding there a 1/4 may ruin the flow
  4. 02:11:732 (2) - Curve maybe as well? Really dynamic sound here
  5. 02:33:456 (2) - Even though there's no real sound on 02:33:628 - , I think turning this into a repeat creates a much more natural transition and plays much better. You can create some artificial emphasis with some hitsounding if you're against overmapping ;) current pattern does not seem very unnatural imo
  6. 02:42:163 (5,6) - Distance is pretty far here, consider reducing for sure!
  7. 02:49:318 (7,8) - Same here actually, for some reason you've increased the distance here to something a bit too far :<
  8. 03:03:801 (2) - x:256 here for a bit of a lighter distance? If you do this, you'll need to fix the hdash to 03:04:059 (3) -
  9. 03:16:904 (5,6) - Really shallow pattern where it can be hard to slow down out of a really fast paced section before it. I'd increase the distance here a bit, maybe even a hyperdash for leadup into 03:17:249 (1,2,3) - ?
  10. 03:24:663 (4) - vertical kills the flow here pretty badly T_T you're forcing the catcher to stop here to catch this note rather than tilting it into the flow patterns you've been doing for the whole map. Tilting it as you've done before would be much nicer here.
  11. 04:21:042 (3,4,1) - This is a really harsh pattern mainly because of the 1/4 into 1/2 hyperdash. I think that by removing the antiflow from 04:21:214 (4,1) - the pattern would be much better! Right now it's just a bit too harsh for a "calmer" section of the map, and it could pretty easily throw the player off. the harsh jumps here actually fit as music here's getting stronger. that'd be why 1/4 here could be tolerated
  12. 04:29:318 (2,3) - Move these to x:292? Distance is a bit too far right now. If you do that, don't forget to fix the hdash between 04:29:576 (3,4) -
  13. 04:31:387 (7) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh there's nothing on 1/8 here so probably better to snap to 1/4 >_> Also, I'd probably tilt it to the left for better flow!
  14. 04:36:904 (7,8) - Same for this one. I understand that you're trying to give more emphasis to those singular notes, but by snapping it to a nonexistant sound and creating emphasis that doesn't exist, it can really throw the player off for sure :<
  15. 04:42:421 (7) - etc etc etc, you know what to do for the rest of these these are one of the most interesting patterns in the entire map imo. I may ask for more people's opinion and make a decision whether to remove it or not. but I'd really want to say that it's a map's own specialty
  16. 04:48:973 (4) - flow killer, same thing about the vertical slider earlier, this flowbreak really kills the fast paced nature you're promoting here holding a dash for entire part isn't a best choice for ctb maps. some vertical sliders can be actually very interesting and help emphasizing in some parts
  17. 04:50:352 (5,6) - x:225 for a bit more of a comfortable distance, seems slightly too high right now moving them to 225 makes an edge jump here
  18. 06:07:594 (5) - T_T
  19. 06:18:025 (4) - T_T same as above
  20. 06:21:732 (1) - Move it away from the wall please :<
  21. there's a bunch of those weird 1/8 things at the end of the map so I suggest you fix those as well =w= where are them?

Good luck!
what's not mentioned are all fixed

thanks a lot!
Dea ex machina
General


Tags
  1. Good!
Metadata
  1. Good!
Spread/Other
  1. Good!
Hitsounds

  • General Hitsounding
  1. Great!

Boogie!!!!!!!!!!!!!


General


A lot of these suggestions are tedious but noticeable for me when I play / view the map.
  1. 00:21:214 (4) - Move to x:128. Noticeable for me.
  2. 00:40:266 (2) - Move to x:308 pls
  3. 00:43:283 (1) - I think you should make the slider end/head end roughly around the same x: position, like x:312. The slider shape looks nicer that way.
  4. 01:16:214 (3) - x:160 please :)
  5. 03:04:059 (3,4) - I don't like how far away these notes are from each other :( During play it looks like a badly mapped triplet
  6. 04:24:490 (1) - No curve? :(
  7. 05:16:904 (6,7,1) - This is gonna make people choke hard at the end D:
  8. 05:23:456 (4,5,6) - Same with this!
  9. 05:46:214 (1,2) - These notes are a tad too far from each other
  10. 05:55:008 (4,5,6) - AAAA this is out of place. Looks cool but way too unexpected for the very end of the map.
  11. 06:07:249 (3,4,5) - Same pattern, same problem :(
  12. Very creative and cool ending, but I have a feeling it's gonna be the end of a lot of people's FCs :p "git gud"
Topic Starter
Spectator

-wwwww wrote:

General


Tags
  1. Good!
Metadata
  1. Good!
Spread/Other
  1. Good!
Hitsounds

  • General Hitsounding
  1. Great!

Boogie!!!!!!!!!!!!!


General


A lot of these suggestions are tedious but noticeable for me when I play / view the map.
  1. 00:21:214 (4) - Move to x:128. Noticeable for me.
  2. 00:40:266 (2) - Move to x:308 pls
  3. 00:43:283 (1) - I think you should make the slider end/head end roughly around the same x: position, like x:312. The slider shape looks nicer that way.
  4. 01:16:214 (3) - x:160 please :)
  5. 03:04:059 (3,4) - I don't like how far away these notes are from each other :( During play it looks like a badly mapped triplet yeah but I like them somehow
  6. 04:24:490 (1) - No curve? :( probably no because it's 1/8 :(
  7. 05:16:904 (6,7,1) - This is gonna make people choke hard at the end D:
  8. 05:23:456 (4,5,6) - Same with this!
  9. 05:46:214 (1,2) - These notes are a tad too far from each other
  10. 05:55:008 (4,5,6) - AAAA this is out of place. Looks cool but way too unexpected for the very end of the map. I feel okay with them :?
  11. 06:07:249 (3,4,5) - Same pattern, same problem :( same :(
  12. Very creative and cool ending, but I have a feeling it's gonna be the end of a lot of people's FCs :p "git gud" thanks for the compliments! my hobby is to watch them :)
thank you for the mod! very helpful :)
CLSW
난이도 명을 대국적으로 지으십시오

[오버도즈]
01:44:835 (1) - 이 슬라이더 받을때 흐름이 좀 어색해서 무빙에 혼란이 왔는데 차라리 왼쪽에 배치되었으면 어땠을까 싶네요
03:37:076 (4,5) - 거리가 좀 많이 긴거같아요

04:21:387 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1,1,1,1,1,1) - Very good...

04:28:973 (1,2) - Missing HDash?
04:34:145 (7) - 테일 부분 하이퍼대시 없어도 괜찮으시겠어요?
05:59:232 (4) - 이 부분에서 당황해서 틀릴거같네요. 적어도 05:59:404 (5) - 의 위치를 4와 6 사이에 숏점프 간격으로 넣으시면 더 좋을거같아요
06:03:283 (2) - 제법 칼타이밍으로 보이는 점프

개인적으로 역대급 수작이라 생각합니다 :o 지적할게 없네요
autofanboy


boogee

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Where are they :thinking: You may copy the following texts in your tag.
    Dubstep Dubcore Neurofunk Drum and Bass D&B DnB Bad Taste Recordings Adis Kutkut

    AIMod
  2. There is an unsnapped object, check AIMod and fix the respective note.

[ Overdose]

  • Gameplay
  1. 00:27:076 (11,12,13) - Since this is the last part of the first stanza, i.e. 00:22:076 - 00:27:508 - , maybe you can add HDashes between them here to act as a good and intense finisher. I think you can put HDash between (11,12) and (12,13) by moving (12) to the right.
  2. 00:28:542 (5) - Change this to triplet? There is a notable drum snare at 00:28:628 - so it is better to map or emphasize it. If you decide to do so, you can even change 00:28:542 (5,6) - to a curve stream. That fits in my opinion.
  3. 00:34:921 (6,7,8,9,10) - Based on the HDash patterns in 00:36:214 (5,1,2,3,4) - and 00:37:594 (5,6,7,8,9,10,11) - , I can tell it is inconsistent and it caused the rhythm to turn strange. I think it should be HDash every 6 blue ticks so HDashes should be placed at 00:34:921 (6,7) - and 00:35:352 (9,10) - .
  4. 00:41:387 (1) - I think it will be better to end at 00:42:421 - because it is the position where the song suddenly go slightly silent. The difference is quite noticeable so it matches the transition here.
  5. 00:54:490 (1,2) - It would be way more exciting if you put a HDash here. I think the following pattern would be great: 00:54:490 (1) - at x:232 and 00:54:576 (2) - at x:380.
  6. 01:07:594 (1,2) - The distance can be smaller in my opinion, maybe the same distance as 01:06:559 (2,3) - ?
  7. 01:38:973 (5,6,1) - Reduce the distance of (6,1) please, it requires the momentum provided by the HDash at (5,6), and it will definitely kill players who are not aware or sightreading the map. You may move (6) far to the left.
  8. 01:41:904 (6,1) - Reduce the distance here too, it is too easy to miss the head of (1) from my testplays.
  9. 01:50:008 (7) - Move this away from the edge, say x:496. It is not a good one to put the note at the edges as players will be forcefully stopping their movements. It is also listed in the Ranking Criteria, saying that the destinations of the HDashes should not be at the edges.
  10. 02:43:973 (8,1,2) - HDash should be at 02:44:145 (1,2) - to stay consistent with 02:35:697 (9,1,2) - , 02:38:456 (8,9,1) - and etc. where the position for HDashes is actually different from this.
  11. 03:37:076 (4,5) - Reduce this distance please, it is too large here.
  12. 03:46:990 (3,1) - Missing a HDash :thinking: Maybe change the circle pattern at 03:46:214 (1,2,3) - to make that fit.
  13. 04:27:076 (6,7) - Reduce the distance, or make it into a HDash (recommended).
  14. 04:36:645 (5,6,7) - This pattern is uncomfortable to play, because (6) is too vertical and it precedes and is followed by HDashes, making it very uncomfortable to stop at (6) and jump with HDash after it.
  15. 04:38:456 (8,1) - HDash? (1) is pretty prominent here so HDash would work here to emphasize it. One suggestion would be: Moving 04:38:456 (8) - to the left until HDash appears.
  16. 05:43:283 (8,1) - Reduce this distance, it is really hard to reach (1) after the HDash at 05:43:111 (7,8) - .
  17. 06:03:283 (2,1) - ^
  18. 06:13:456 (6,7,1) - Too uncomfortable to play with, because (7) is too vertical here and the shape of the stream at (7,1) doesn't favor the movement of the HDash at (6,7), so players have to stop at (7) before they can move on. Maybe change the pattern of (7,1) to make it easier to catch.
  19. 06:17:852 (3,4,5,6) - ^, change the pattern there, movements like 06:17:852 (3,4,5) - are way too hard to hit and they impeded the flow in my opinion.

    I didn't make much opinions about the stream-jumping parts, I only pointed out the ones that downgraded the flow at the respective spots.

    New Combos
    There are some inconsistencies about the NC patterns. Go through the map and fix them, I will give some examples below:
  20. 00:23:801 (1) - Remove the NC.
  21. 00:30:008 (1) - , 00:31:387 (1) - Remove the NC as well, it feels inconsistent with the part in 00:27:594 (1,2,3,4,5,6) - because there are no new combos.
  22. 00:36:387 (1) - This is NC'ed but the notes at 00:35:008 (7) - and 00:37:766 (6) - are not, so it feels inconsistent. Maybe you want to unify the NC usages there.
    Check the parts after these.

Good luck!
Topic Starter
Spectator

CLSW wrote:

난이도 명을 대국적으로 지으십시오 아이디어 받습니다

[오버도즈]
01:44:835 (1) - 이 슬라이더 받을때 흐름이 좀 어색해서 무빙에 혼란이 왔는데 차라리 왼쪽에 배치되었으면 어땠을까 싶네요 그런 이유때문에
7이랑 1 사이에 거리를 조금 둔거라 일단 유지할게요

03:37:076 (4,5) - 거리가 좀 많이 긴거같아요

04:21:387 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1,1,1,1,1,1) - Very good... Thank you :)

04:28:973 (1,2) - Missing HDash?
04:34:145 (7) - 테일 부분 하이퍼대시 없어도 괜찮으시겠어요? 넹 의도된거예요
05:59:232 (4) - 이 부분에서 당황해서 틀릴거같네요. 적어도 05:59:404 (5) - 의 위치를 4와 6 사이에 숏점프 간격으로 넣으시면 더 좋을거같아요
06:03:283 (2) - 제법 칼타이밍으로 보이는 점프

개인적으로 역대급 수작이라 생각합니다 :o 지적할게 없네요
모딩 감사합니다! 언급 안한건 전부 수정했습니다

alienflybot wrote:



boogee

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Where are they :thinking: You may copy the following texts in your tag.
    Dubstep Dubcore Neurofunk Drum and Bass D&B DnB Bad Taste Recordings Adis Kutkut

    AIMod
  2. There is an unsnapped object, check AIMod and fix the respective note.

[ Overdose]

  • Gameplay
  1. 00:27:076 (11,12,13) - Since this is the last part of the first stanza, i.e. 00:22:076 - 00:27:508 - , maybe you can add HDashes between them here to act as a good and intense finisher. I think you can put HDash between (11,12) and (12,13) by moving (12) to the right.
  2. 00:28:542 (5) - Change this to triplet? There is a notable drum snare at 00:28:628 - so it is better to map or emphasize it. If you decide to do so, you can even change 00:28:542 (5,6) - to a curve stream. That fits in my opinion. keeping this for now as I prefer the current flow
  3. 00:34:921 (6,7,8,9,10) - Based on the HDash patterns in 00:36:214 (5,1,2,3,4) - and 00:37:594 (5,6,7,8,9,10,11) - , I can tell it is inconsistent and it caused the rhythm to turn strange. I think it should be HDash every 6 blue ticks so HDashes should be placed at 00:34:921 (6,7) - and 00:35:352 (9,10) - .it's inconsistent. However it was intended to follow the kick sounds, which is the reason why I'd like to keep it as it is for now
  4. 00:41:387 (1) - I think it will be better to end at 00:42:421 - because it is the position where the song suddenly go slightly silent. The difference is quite noticeable so it matches the transition here.
  5. 00:54:490 (1,2) - It would be way more exciting if you put a HDash here. I think the following pattern would be great: 00:54:490 (1) - at x:232 and 00:54:576 (2) - at x:380. added HDash in a bit different way. thanks!
  6. 01:07:594 (1,2) - The distance can be smaller in my opinion, maybe the same distance as 01:06:559 (2,3) - ?
  7. 01:38:973 (5,6,1) - Reduce the distance of (6,1) please, it requires the momentum provided by the HDash at (5,6), and it will definitely kill players who are not aware or sightreading the map. You may move (6) far to the left.
  8. 01:41:904 (6,1) - Reduce the distance here too, it is too easy to miss the head of (1) from my testplays.
  9. 01:50:008 (7) - Move this away from the edge, say x:496. It is not a good one to put the note at the edges as players will be forcefully stopping their movements. It is also listed in the Ranking Criteria, saying that the destinations of the HDashes should not be at the edges.
  10. 02:43:973 (8,1,2) - HDash should be at 02:44:145 (1,2) - to stay consistent with 02:35:697 (9,1,2) - , 02:38:456 (8,9,1) - and etc. where the position for HDashes is actually different from this.
  11. 03:37:076 (4,5) - Reduce this distance please, it is too large here.
  12. 03:46:990 (3,1) - Missing a HDash :thinking: Maybe change the circle pattern at 03:46:214 (1,2,3) - to make that fit.
  13. 04:27:076 (6,7) - Reduce the distance, or make it into a HDash (recommended).
  14. 04:36:645 (5,6,7) - This pattern is uncomfortable to play, because (6) is too vertical and it precedes and is followed by HDashes, making it very uncomfortable to stop at (6) and jump with HDash after it.
  15. 04:38:456 (8,1) - HDash? (1) is pretty prominent here so HDash would work here to emphasize it. One suggestion would be: Moving 04:38:456 (8) - to the left until HDash appears.
  16. 05:43:283 (8,1) - Reduce this distance, it is really hard to reach (1) after the HDash at 05:43:111 (7,8) - .
  17. 06:03:283 (2,1) - ^
  18. 06:13:456 (6,7,1) - Too uncomfortable to play with, because (7) is too vertical here and the shape of the stream at (7,1) doesn't favor the movement of the HDash at (6,7), so players have to stop at (7) before they can move on. Maybe change the pattern of (7,1) to make it easier to catch. keeping this for now since I feel like it's okay to play with
  19. 06:17:852 (3,4,5,6) - ^, change the pattern there, movements like 06:17:852 (3,4,5) - are way too hard to hit and they impeded the flow in my opinion. same as above

    I didn't make much opinions about the stream-jumping parts, I only pointed out the ones that downgraded the flow at the respective spots.

    New Combos
    There are some inconsistencies about the NC patterns. Go through the map and fix them, I will give some examples below:
  20. 00:23:801 (1) - Remove the NC.
  21. 00:30:008 (1) - , 00:31:387 (1) - Remove the NC as well, it feels inconsistent with the part in 00:27:594 (1,2,3,4,5,6) - because there are no new combos.
  22. 00:36:387 (1) - This is NC'ed but the notes at 00:35:008 (7) - and 00:37:766 (6) - are not, so it feels inconsistent. Maybe you want to unify the NC usages there.
    Check the parts after these.

Good luck!
what's not mentioned are all fixed

thanks for the mod! it's really helpful :)
Razor Sharp
[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Not okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Not okay (Tags)
  6. Timeline Issues : Okay
  7. Combo Colors : Okay
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : Okay
  10. Unused Files / Other :Why not have diff name be "Transendance"?




[
Overdose
]

  1. 00:16:559 - Why not add a spinner here?
  2. 01:05:525 (1,2) - Consider changing these sliders into tripple streams. I feel that having sliders here wont justify the music at this point.
  3. 01:56:904 (5,6) - You could have a hyper here to follow the "laser" sound.
  4. 03:06:990 (4,5) - I would point these more horizontaly than they currently are, and the stop motion movement here is kinda weird imo.
  5. 03:09:318 (3,4) - Would also place a hyper on this to follow the laser sound.
  6. 03:26:904 (1) - Why not change this into 2 sliders and stack them, but have the second slider a little behind the other one to create a "tilted" look for the left right here? Example*
  7. 03:39:318 (1,2,3,4) - Are you sure about having this here? This is very unexpected, and will make for misses. Consider changing this into another pattern,
    or nerf it.
  8. 03:46:990 (3,1) - Since you have hypers on these patterns before and after this, why not also have it here?
  9. 03:52:680 (1,1) - And a hyper here would be nice imo, to empathize the bass here.
  10. 04:27:076 (6,7) - Missing hyper?
  11. 04:35:180 (1) - Would strongly suggest to make this into a curved 1/8 stream instead of the current one.
  12. 04:36:645 (5,6,7,8) - Are you sure about this pattern? Again, the pat movement here is very unexpected.
  13. 04:46:128 (1) - Curve this one too?
  14. 04:48:973 (4) - Again, very unexpected tap movement. Since you never used them in the start of the map, i see no reason of randomly throwing it at players late-game in this.
  15. 05:28:628 (2,3,4,5,6,7,1) - No idea if you noticed, but you have to tap-dash this whole part here.
  16. 06:13:628 (7) - Ooo this one is naaasty to play. Would highly recommend to change this.

Everything else seems fine for me. Love this map!
Good luck!
Topic Starter
Spectator

Razor Sharp wrote:

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Not okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Not okay (Tags)
  6. Timeline Issues : Okay
  7. Combo Colors : Okay
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : Okay
  10. Unused Files / Other :Why not have diff name be "Transendance"?




[
Overdose
]

  1. 00:16:559 - Why not add a spinner here? I don't want to add it
  2. 01:05:525 (1,2) - Consider changing these sliders into tripple streams. I feel that having sliders here wont justify the music at this point. but hitsounds do
  3. 01:56:904 (5,6) - You could have a hyper here to follow the "laser" sound. ik but having hyper jump there can break the flow imo, so I increased the distance between them
  4. 03:06:990 (4,5) - I would point these more horizontaly than they currently are, and the stop motion movement here is kinda weird imo. I think it is find as the movement here doesn't require that much horizontal sliders since sliders are quite short
  5. 03:09:318 (3,4) - Would also place a hyper on this to follow the laser sound. the current jump feels enough to me
  6. 03:26:904 (1) - Why not change this into 2 sliders and stack them, but have the second slider a little behind the other one to create a "tilted" look for the left right here? Example*
  7. 03:39:318 (1,2,3,4) - Are you sure about having this here? This is very unexpected, and will make for misses. Consider changing this into another pattern,
    or nerf it. it's an intense part though and I don't think it causes that many chokes
  8. 03:46:990 (3,1) - Since you have hypers on these patterns before and after this, why not also have it here? it's intentionally not consistent
  9. 03:52:680 (1,1) - And a hyper here would be nice imo, to empathize the bass here. not using hyper doesn't mean I forgot to emphasize that part. it actually is emphasized well already with hitsounds
  10. 04:27:076 (6,7) - Missing hyper?
  11. 04:35:180 (1) - Would strongly suggest to make this into a curved 1/8 stream instead of the current one. I feel okay with current one
  12. 04:36:645 (5,6,7,8) - Are you sure about this pattern? Again, the pat movement here is very unexpected. yeah but music deserves it imo
  13. 04:46:128 (1) - Curve this one too? no ;w;
  14. 04:48:973 (4) - Again, very unexpected tap movement. Since you never used them in the start of the map, i see no reason of randomly throwing it at players late-game in this. it could be the different one, However I don't think it's THAT hard to make players choke hard
  15. 05:28:628 (2,3,4,5,6,7,1) - No idea if you noticed, but you have to tap-dash this whole part here. why not o.o
  16. 06:13:628 (7) - Ooo this one is naaasty to play. Would highly recommend to change this. it's fine to me as well ;w;

Everything else seems fine for me. Love this map!
Good luck!
not mentioned = fixed
thanks for the mod!
Nokashi
Hello There!
The promised mod

General
  1. I mean its not necessary an Issue but you could probably go for a more specific diff name to make the set unique in its naming!

Overdose
  1. 00:21:042 (2,3) - Not really a fan of how this walk plays. To be honest intensity doesnt die down at all, so forcing a walk is a bit undewhelming, I fiddled around with the placment and I think i found the optimal pattern imo . All the distances can be tapdashed and the different sound here 00:21:387 (1,2,3) - is emphasized with a stronger HDash
  2. 00:27:594 (1,2) - Entry point is kinda harsh here making it easy to drop. Maybe make it more vertical?
  3. 00:30:008 (1) - You only NC on the shout effect like 00:27:594 - or 00:24:835 (1) - so this is inconsistent and shouldnt be NCed
  4. 00:31:387 (1) - Similar point^
  5. 00:32:939 (4,1) - Lower this spacing, the sudden switch from 1/4 to 1/2 could be sudden and the jump might be overdashed, and the the player will surely miss
  6. 00:39:835 (5,1) - Should have been a HDash, consistency with 00:28:801 (6,1) - . In general the shout effect is where you emphasize soo not having a HDash
  7. 00:48:456 (2,3,4) - you could try moving this more to the left, to make the HDash to it more noticable and there will also be more room to reposition for the walk. Something like 00:48:283 (1,2) - 4.00x DS between these ?
  8. 01:07:594 (1) - You should ctrl G this for consistency with the snappy flicker of this pattern 01:06:214 (1,2) -
  9. 01:09:318 (2) - You could go for a more vertical slider tbh, to encourage more movement
  10. 01:25:870 (3,4) - Underwhelming spacing which i think is unintended, i would use a similar HDash structure with 01:25:525 (1,2) - with 2 Hyperdashes
  11. 01:27:594 (1,2) - Uneeded NC here to be honest. There isnt a tragic change from the previous object so this NC is pretty awkward
  12. 01:32:163 (6,1) - Im suprised this isnt a HDash, pretty strong sound here. Consistency with every downbeat
  13. 01:33:628 (7,1) - Making this a normal dash removes the emphasis on the downbeat and its moved to the previous jump here 01:33:456 (6,7) - which is a bit awkward. Try to create a sharp jump to the downbeat instead of a linear movement for the emphasis. 01:38:973 (5,6,1) - Similar point here
  14. 01:36:387 (6,1) - HDash here too
  15. 01:41:904 (6,1) - Really harsh as a normal dash because of the snappy movement here 01:41:732 (5,6) - . It would be better as a HDash for the added emphasis as well
  16. 01:43:714 (2,3) - Hdash here, the normal dash into antiflow feels kinda harsh
  17. 01:50:180 (8,1) - Also you could try to add more emphasis in this spacing to emphasize the new stanza
  18. 01:52:939 (6) - There is a stronger beat here 01:53:025 - than other pauses, so making this a 1/4 slider as well would follow the music better
  19. 02:16:128 (6) - Kinda awkward in rhythm here. the reverse starts and ends on a reverse while the stronger snare in the sequence is in the middle of the slider offering zero movement to get to, which is kidna underwhelming. I'm proposing this rhythm here to better express the instruments with a HDash to get to here 02:16:214 - preferably. I feel like thats the ideal rhythm
  20. 02:18:197 (2,3,4,5,6) - I feel like this is a bit underspaced as a pattern since everything is walkable, while its the same sound you usually use some HDashes on
  21. 02:26:042 (9,10) - Super underspaced movement and the note on (10) is really strong, so having it as 1/4 slider for the continuous synth here and the stronger sound would work well
  22. 02:50:266 (4,5) - I Think this is too much of flick movement in for this slower part so you should nerf it
  23. 03:00:180 (5,6) - You could fit a HDash here
  24. 03:10:008 (7,8) - The sound here is kinda stronger so having a more powerful HDash between them would play well
  25. 03:16:732 (4,5) - Kind of an ambiguous spacing and can be misread. due to the sheer difficulty of the map this is a killer pattern for misses cause its so precise in its movements its easily dropped. I suggest offering more movement between these 03:16:732 (4,5) -
  26. 03:23:973 (8,1) - HDash here for the downbeat consistency?
  27. 03:28:801 (2,3) - Make this an HDash, feels like an edge dash, will also make this new rhythm more noticable
  28. 04:03:973 (5,1) - HDash should be present here, consistency with 04:06:559 (5,1) -
  29. 04:22:076 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Using the same spacing for a sound that slowly gets stronger seems a bit weird. The pattern would also be cooler if it also got harder slowly, as the music gets stronger
  30. 04:27:076 (6,7,8) - suprisingly calm movement here even though there are some strong snares that could be HDashes
  31. 04:30:180 (7,1) - Also HDash here, consistency with 04:31:559 (8,1) -
  32. 04:46:128 (1) - Why not try a similar movement with previous streams like 02:11:732 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) -
  33. 05:03:283 (7,1) - HDash here for the added intensity? Its kind of a harsh normal dash without
  34. 05:07:594 (1,2) - You could space them more and make the hyperdashes for the synth accentuation here
  35. 05:26:645 (6,1) - Really harsh angling here, makes the hdash rather uncomfortable to play
  36. 06:03:111 (1,2) - HDash here would add some continuity to the pattern and help the reposition for the following hard stairs
  37. 06:20:094 (3,4) - More emphasis on this stair jump could work nicely

This is mostly some subjective fine-tuning, the map is top notch in quality and a really nice work of patterning and song expression
Shot a star to get the +12 SP with my mod! Feel free to call me again anytime
Good Luck~!
Topic Starter
Spectator

Nokashi wrote:

Hello There!
The promised mod

General
  1. I mean its not necessary an Issue but you could probably go for a more specific diff name to make the set unique in its naming!

Overdose
  1. 00:21:042 (2,3) - Not really a fan of how this walk plays. To be honest intensity doesnt die down at all, so forcing a walk is a bit undewhelming, I fiddled around with the placment and I think i found the optimal pattern imo . All the distances can be tapdashed and the different sound here 00:21:387 (1,2,3) - is emphasized with a stronger HDash for me current pattern works better ;w;
  2. 00:27:594 (1,2) - Entry point is kinda harsh here making it easy to drop. Maybe make it more vertical? it's enough vertical imo
  3. 00:30:008 (1) - You only NC on the shout effect like 00:27:594 - or 00:24:835 (1) - so this is inconsistent and shouldnt be NCed
  4. 00:31:387 (1) - Similar point^
  5. 00:32:939 (4,1) - Lower this spacing, the sudden switch from 1/4 to 1/2 could be sudden and the jump might be overdashed, and the the player will surely miss
  6. 00:39:835 (5,1) - Should have been a HDash, consistency with 00:28:801 (6,1) - . In general the shout effect is where you emphasize soo not having a HDash no? those two parts are irrelevent
  7. 00:48:456 (2,3,4) - you could try moving this more to the left, to make the HDash to it more noticable and there will also be more room to reposition for the walk. Something like 00:48:283 (1,2) - 4.00x DS between these ? it feels fine to me and walk is decent to play with atm
  8. 01:07:594 (1) - You should ctrl G this for consistency with the snappy flicker of this pattern 01:06:214 (1,2) - this will make the flow worse actually
  9. 01:09:318 (2) - You could go for a more vertical slider tbh, to encourage more movement it comes after the 1/2 slider so current movement makes sense
  10. 01:25:870 (3,4) - Underwhelming spacing which i think is unintended, i would use a similar HDash structure with 01:25:525 (1,2) - with 2 Hyperdashes it's intended lol
  11. 01:27:594 (1,2) - Uneeded NC here to be honest. There isnt a tragic change from the previous object so this NC is pretty awkward I put NC there because this part is like one of those intense parts
  12. 01:32:163 (6,1) - Im suprised this isnt a HDash, pretty strong sound here. Consistency with every downbeat the part doesn't need that emphasizing and it plays good without hdash here
  13. 01:33:628 (7,1) - Making this a normal dash removes the emphasis on the downbeat and its moved to the previous jump here 01:33:456 (6,7) - which is a bit awkward. Try to create a sharp jump to the downbeat instead of a linear movement for the emphasis. 01:38:973 (5,6,1) - Similar point here
    no but (6,7) emphasizes the part very well atm. Putting hdashes on every intense parts would be spam
  14. 01:36:387 (6,1) - HDash here too same reason as above
  15. 01:41:904 (6,1) - Really harsh as a normal dash because of the snappy movement here 01:41:732 (5,6) - . It would be better as a HDash for the added emphasis as well
  16. 01:43:714 (2,3) - Hdash here, the normal dash into antiflow feels kinda harsh it already has
  17. 01:50:180 (8,1) - Also you could try to add more emphasis in this spacing to emphasize the new stanza current one does
  18. 01:52:939 (6) - There is a stronger beat here 01:53:025 - than other pauses, so making this a 1/4 slider as well would follow the music better
  19. 02:16:128 (6) - Kinda awkward in rhythm here. the reverse starts and ends on a reverse while the stronger snare in the sequence is in the middle of the slider offering zero movement to get to, which is kidna underwhelming. I'm proposing this rhythm here to better express the instruments with a HDash to get to here 02:16:214 - preferably. I feel like thats the ideal rhythm why shouldn't there be a a stronger bit on reverses when head, tail and reverse work same in ctb. also current rhythm feels really fine to me
  20. 02:18:197 (2,3,4,5,6) - I feel like this is a bit underspaced as a pattern since everything is walkable, while its the same sound you usually use some HDashes on
  21. 02:26:042 (9,10) - Super underspaced movement and the note on (10) is really strong, so having it as 1/4 slider for the continuous synth here and the stronger sound would work well
  22. 02:50:266 (4,5) - I Think this is too much of flick movement in for this slower part so you should nerf it
  23. 03:00:180 (5,6) - You could fit a HDash here (6,7) has
  24. 03:10:008 (7,8) - The sound here is kinda stronger so having a more powerful HDash between them would play well it already has powerful ones
  25. 03:16:732 (4,5) - Kind of an ambiguous spacing and can be misread. due to the sheer difficulty of the map this is a killer pattern for misses cause its so precise in its movements its easily dropped. I suggest offering more movement between these 03:16:732 (4,5) - it doesn't require that precise movement here
  26. 03:23:973 (8,1) - HDash here for the downbeat consistency? I want to keep it for now for the sake of flow
  27. 03:28:801 (2,3) - Make this an HDash, feels like an edge dash, will also make this new rhythm more noticable it's not an edge one at all
  28. 04:03:973 (5,1) - HDash should be present here, consistency with 04:06:559 (5,1) - why do you keep finding consistency with differently mapped part
  29. 04:22:076 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Using the same spacing for a sound that slowly gets stronger seems a bit weird. The pattern would also be cooler if it also got harder slowly, as the music gets stronger I've considered that too though it gets too hard if I do
  30. 04:27:076 (6,7,8) - suprisingly calm movement here even though there are some strong snares that could be HDashes it has but it's still relatively calm
  31. 04:30:180 (7,1) - Also HDash here, consistency with 04:31:559 (8,1) - (6,7) has
  32. 04:46:128 (1) - Why not try a similar movement with previous streams like 02:11:732 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - It works better to me
  33. 05:03:283 (7,1) - HDash here for the added intensity? Its kind of a harsh normal dash without it's not that harsh imo
  34. 05:07:594 (1,2) - You could space them more and make the hyperdashes for the synth accentuation here that's what I did before and If I do so it gets really strict to pass it
  35. 05:26:645 (6,1) - Really harsh angling here, makes the hdash rather uncomfortable to play no? hdash makes it easier to play with
  36. 06:03:111 (1,2) - HDash here would add some continuity to the pattern and help the reposition for the following hard stairs
  37. 06:20:094 (3,4) - More emphasis on this stair jump could work nicely

This is mostly some subjective fine-tuning, the map is top notch in quality and a really nice work of patterning and song expression
Shot a star to get the +12 SP with my mod! Feel free to call me again anytime
Good Luck~!
Thanks a lot for the mod + star!
Benita
requested by spec

apparently consistency nazi coming through

General
  1. Kiai: I think 02:34:490 - 02:55:180 - and 05:08:973 - 05:29:663 - are two fitting sections for kiai but it's up to you
Overdose
  1. 00:27:594 (1,2,3,4,5,6) - feels very dense when the music is this faint while other places you used more breaks in the rhythm 00:33:111 (1,2,3,4,5) -
  2. 00:33:456 (2) - 00:38:973 (2) - 00:40:008 (1) - could add one repeat on these sliders, i feel it flows better with the dense rhythm usage around
  3. 00:36:387 (1) - remove nc
  4. 00:50:008 (2) - 00:55:525 (2) - 01:01:042 (2) - same here, would be cool with repeats on these
  5. 01:27:939 (1,1) - Would like to see a hyper here for transition into a new section
  6. 01:32:163 (6,1) - 01:33:628 (7,1) - 01:36:387 (6,1) - and so on, I would like to see these as hypers for the downbeat as you did here 01:29:490 (8,1) - 01:30:870 (8,1) - 01:34:835 (6,1) - etc... Generally would be nice to see consistency on hyperdashes to downbeats as they are pretty important beats to highlight imo so would be nice if you fixed consistency on downbeats
  7. 01:34:059 (2,3) - strong beat is on slider end of 2, try making rhythm like this 01:28:283 (1,2,3,4) - instead
  8. 01:36:559 (1) - 01:39:318 (1) - 01:44:835 (1) - 01:47:594 (1) - sudden rhythm change from similar sounds 01:33:801 (1,2) - 01:32:421 (1,2) - try to stay consistent as the music doesn’t change
  9. 01:35:439 - 01:38:197 - 01:42:335 - 01:46:473 - 01:40:956 - i think you should map these beats for consistency
  10. 01:44:059 (4,5) - no other place have I seen a hyper to this kind of beat so for consistency I'd like to see the hyper removed
  11. 01:51:387 (5) - I think this is supposed to be a clap and not a whistle?
  12. 01:53:714 (3,4,5) - better with hyper between 4,5 and then you can add a note here 01:54:404 - and have a hyper to 01:54:490 (1) -
  13. 01:54:490 (1) - why suddenly change rhythm usage to 1/2 sliders when similar sounds have 3/4 sliders? If it's for the "wub" then this 01:51:732 (1) - should also be a 1/2 slider
  14. 01:59:835 (7,1) - pretty strong beat, would like hyper here
  15. 02:05:525 (1) - make this a 3/ 4 slider as you did here 02:02:766 (1) -
  16. 02:15:956 (5,6) - I find this distance a bit long for a dash
  17. 05:09:318 (2) - unsnapped
  18. 06:21:732 (1) - I feel it's better as a 1/1 slider

ok so i pointed out a lot of inconsistencies and the stuff repeats itself through the whole map so I'll just stop myself here and you can apply and go through your map yourself if you agree to my issues or just decline everything if you disagree. I feel if I go through a 6 min map pointing out stuff you won't apply anyway I'd feel like I wasted time so I'll just stop here before I go nuts with my own ocd
Topic Starter
Spectator

Benny- wrote:

requested by spec

apparently consistency nazi coming through

General
  1. Kiai: I think 02:34:490 - 02:55:180 - and 05:08:973 - 05:29:663 - are two fitting sections for kiai but it's up to you
applied it to the beginning of those parts, not the whole part for now
Overdose
  1. 00:27:594 (1,2,3,4,5,6) - feels very dense when the music is this faint while other places you used more breaks in the rhythm 00:33:111 (1,2,3,4,5) -
  2. 00:33:456 (2) - 00:38:973 (2) - 00:40:008 (1) - could add one repeat on these sliders, i feel it flows better with the dense rhythm usage around applied for others but 00:40:008 - since consistency with 00:40:266 (2) -
  3. 00:36:387 (1) - remove nc
  4. 00:50:008 (2) - 00:55:525 (2) - 01:01:042 (2) - same here, would be cool with repeats on these
  5. 01:27:939 (1,1) - Would like to see a hyper here for transition into a new section
  6. 01:32:163 (6,1) - 01:33:628 (7,1) - 01:36:387 (6,1) - and so on, I would like to see these as hypers for the downbeat as you did here 01:29:490 (8,1) - 01:30:870 (8,1) - 01:34:835 (6,1) - etc... Generally would be nice to see consistency on hyperdashes to downbeats as they are pretty important beats to highlight imo so would be nice if you fixed consistency on downbeats except the second one (for the sake of flow) I applied others
  7. 01:34:059 (2,3) - strong beat is on slider end of 2, try making rhythm like this 01:28:283 (1,2,3,4) - instead
  8. 01:36:559 (1) - 01:39:318 (1) - 01:44:835 (1) - 01:47:594 (1) - sudden rhythm change from similar sounds 01:33:801 (1,2) - 01:32:421 (1,2) - try to stay consistent as the music doesn’t change I don't want to make them all consistent since it'd be boring considering the song is pretty repetitive. That's why I did some transfiguration with the patterns
  9. 01:35:439 - 01:38:197 - 01:42:335 - 01:46:473 - 01:40:956 - i think you should map these beats for consistency
  10. 01:44:059 (4,5) - no other place have I seen a hyper to this kind of beat so for consistency I'd like to see the hyper removed but removing it makes the movement worse actually
  11. 01:51:387 (5) - I think this is supposed to be a clap and not a whistle?
  12. 01:53:714 (3,4,5) - better with hyper between 4,5 and then you can add a note here 01:54:404 - and have a hyper to 01:54:490 (1) -
  13. 01:54:490 (1) - why suddenly change rhythm usage to 1/2 sliders when similar sounds have 3/4 sliders? If it's for the "wub" then this 01:51:732 (1) - should also be a 1/2 slider
  14. 01:59:835 (7,1) - pretty strong beat, would like hyper here
  15. 02:05:525 (1) - make this a 3/ 4 slider as you did here 02:02:766 (1) - the strong beat is at 02:05:697 - so no. fixed 02:02:766 (1) - instead
  16. 02:15:956 (5,6) - I find this distance a bit long for a dash
  17. 05:09:318 (2) - unsnapped
  18. 06:21:732 (1) - I feel it's better as a 1/1 slider

ok so i pointed out a lot of inconsistencies and the stuff repeats itself through the whole map so I'll just stop myself here and you can apply and go through your map yourself if you agree to my issues or just decline everything if you disagree. I feel if I go through a 6 min map pointing out stuff you won't apply anyway I'd feel like I wasted time so I'll just stop here before I go nuts with my own ocd
not mentioned are all fixed

many of inconsistent parts are intentional actually. I tried to keep patterns flexible since the music is pretty repetitive, however I've noticed some errors while applying your mod so I fixed them all. Thanks a lot for the mod.
Ascendance
why do so many people steal my modding format :(
Monstrata
Random mod, practicing ctb modding~

General

Combo Color 4 stands out too much compared to the background and combo 1 and 2 are a bit too close in color.

Overdrive

HP6? Intense sections such as the end could be a real killer if a player misses an HDash.
Maybe dropping AR to 9.6 or 9.5 would be a bit better as well

From 00:22:076 - to 00:33:111 - , the hdashes could use some consistency. Sometimes you have hdashes on bass kicks, sometimes on the high pitched noise, sometimes on the vocal. Some clarification on what you're emphasizing or at least a fix in this part would be nice :D
00:48:456 (2,3,4) - These are a bit cramped and require the player to tap walk pretty much, a bit of additional space for tapdashing potential would be nice here.
01:05:525 (1,2) - Try and emphasize the 1/4 within these sliders here if you can ;o
02:44:921 (5,6) - Distance is a bit too high here i think... Moving 5 to x:336 would help trim that down a bit imo
02:55:525 (1) - I think this sound is really too unique to be replaced by a spinner. There's a lot of potential in an odd slider shape and a buzz slider on that end sound here.
03:28:801 (2,3) - Pretty high distance coming out of such a sharp snapping section. A reduction here would be nice i think
03:41:645 (1) - Nice slider art lol
04:28:973 (1,2) - feels a bit too far apart. Maybe try 04:29:318 (2,3) - x:290 and 04:29:663 (4) - x:128 to help offset it a bit.
04:35:180 (1) - Something more dynamic here would be nice, like an S-Shape.
04:46:128 (1) - Same could be said here^
05:14:145 (6,7) - This is the only time you've used the 1/8s for this sound, seemed a bit inconsistent to me, but you can call it variety if you want haha.
Might want to get that last part (06:12:421 -) checked out by someone who can actually play it though x__x.

I'm fine with you keeping stuff, though I'd appreciate the explanation if you don't mind. It'd help me for the future too heh. I can probably help with pushing this forward, take your time and poke me if you need me :D.
Topic Starter
Spectator

Monstrata wrote:

Random mod, practicing ctb modding~

General

Combo Color 4 stands out too much compared to the background and combo 1 and 2 are a bit too close in color.

Overdrive

HP6? Intense sections such as the end could be a real killer if a player misses an HDash.
Maybe dropping AR to 9.6 or 9.5 would be a bit better as well applied HP6

From 00:22:076 - to 00:33:111 - , the hdashes could use some consistency. Sometimes you have hdashes on bass kicks, sometimes on the high pitched noise, sometimes on the vocal. Some clarification on what you're emphasizing or at least a fix in this part would be nice :D fixed it, they follow mainly vocals now :D
00:48:456 (2,3,4) - These are a bit cramped and require the player to tap walk pretty much, a bit of additional space for tapdashing potential would be nice here.
01:05:525 (1,2) - Try and emphasize the 1/4 within these sliders here if you can ;o I consider it as well but concluded that 1/2 will be better as 1/4 here coming right after the spinner could feel a bit surprising. I agree with that the idea it needs some emphasize however. Added HDash between them.
02:44:921 (5,6) - Distance is a bit too high here i think... Moving 5 to x:336 would help trim that down a bit imo moved 6&7 to a bit right instead
02:55:525 (1) - I think this sound is really too unique to be replaced by a spinner. There's a lot of potential in an odd slider shape and a buzz slider on that end sound here. sure
03:28:801 (2,3) - Pretty high distance coming out of such a sharp snapping section. A reduction here would be nice i think
03:41:645 (1) - Nice slider art lol standard style
04:28:973 (1,2) - feels a bit too far apart. Maybe try 04:29:318 (2,3) - x:290 and 04:29:663 (4) - x:128 to help offset it a bit.
04:35:180 (1) - Something more dynamic here would be nice, like an S-Shape.
04:46:128 (1) - Same could be said here^
05:14:145 (6,7) - This is the only time you've used the 1/8s for this sound, seemed a bit inconsistent to me, but you can call it variety if you want haha.
Might want to get that last part (06:12:421 -) checked out by someone who can actually play it though x__x. I'll be asking for the others for a testplay then :D

I'm fine with you keeping stuff, though I'd appreciate the explanation if you don't mind. It'd help me for the future too heh. I can probably help with pushing this forward, take your time and poke me if you need me :D.


not mentioned = all fixed
Thanks for the mod! It's pretty much a nice mod from a beginner modder, which is very nice ;)
Spaghetti
ooo
Topic Starter
Spectator

Spaghetti wrote:

ooo
Boogie!
ExGon
last part is great, it fits so well with music

05:41:559 (2) - 이 슬라이더를 보컬 샘플에 맞춰보는 건 어떠신가요
Topic Starter
Spectator

ExGon wrote:

last part is great, it fits so well with music

05:41:559 (2) - 이 슬라이더를 보컬 샘플에 맞춰보는 건 어떠신가요
thanks for the feedback.

applied the one you've mentioned!
Monstrata
Nominated~
Topic Starter
Spectator

Monstrata wrote:

Nominated~
Thank you!!
CLSW
omg is this real
F D Flourite
Alright let's move on


[Overdrive]
  1. Hmm, I've played many difficult 1/4 maps with higher BPM but AR9.5. And my Aragami is only AR9.7 while BPM198. So AR9.5~9.6 is more preferred.
  2. 00:32:421 (1,2,3) - Slidertails are not snapped. The main reason for bubble pop ;w;
  3. 00:45:525 (1,2,3,4,5,6) - jumps can be adapted to follow the clap on 00:45:870 - ? For example, make HDashes on 00:45:783 (3,4) - and 00:45:956 (5,6) - ?
  4. 00:48:456 (2,3,4) - Would you like to make something like this one: http://puu.sh/wWFCv/1d1278e715.jpg? The special music effect here has a decreasing appearance, which is great with small direction change hint to follow.
  5. 00:50:008 (2) - Remove repeat to completely follow the instrument instead of switching track here? http://puu.sh/wWFFg/b181849a01.jpg
  6. 00:54:490 - Normal sampleset hitsounds starting from here to 01:02:076 - is distracting for players. I think volume down is more needed in this part.
  7. 01:07:939 (2,3,4) - This continuous movement is kinda hard to anticipate under such a high AR. I'd like to see direction change, which is more natural under such a circumstance.
  8. 01:31:904 (5,6) - This jump has its only structure appeared in this map. Most structures are 01:30:697 (7,8) - (no jump) or 01:33:456 (6,7) - (final jump). So I think 01:31:904 (5,6) - appearing once in a map is not a good idea. Better change it to fit either one you're used to.
  9. 01:33:801 (1,2) - Also, the jump point is a bit off. I'd like to accept your idea if you want to have different rhythm usage to create variation. But for jumps on heavier/softer beats, that's more intersubjective and likely to be fixed imo.
  10. 01:46:214 (1,2) - This jump is kinda edgy for me. Intentional? or decrease distance?
  11. 02:26:042 (9,10) - No jump on this one?
  12. 02:24:404 (6,7) - This is not good looking in your map lol
  13. 02:33:111 (1) - It touches the boundary. Besides, the non-movement on 02:33:111 (1,2) - is a little bit weird. My suggestion is to make 02:33:111 (1) - vertical to create hit-boundary stop and following movement.
  14. 02:44:145 (1) - Move to around x264 to make consistency on jump arrangement. (similar example: 02:38:456 (8,1) - )
  15. 02:49:490 (8,1,2) - ^ similar case
  16. 02:42:421 (5) - normal sampleset is missing.
  17. 02:46:732 (8,1) - Rhythm here is highly different than previous choices, which is very inconsistent imo. Your previous rhythm like 02:35:697 (8,1) - is kinda out of general cases but quite catchy. So you should stick to such arrangement on similar situations. A solution is to shorten 02:46:904 (1) - to 1/4 long.
  18. 02:44:749 (4,5) - No hitsound?
  19. 02:53:456 (5,6) - I cannot hear 1/8 rhythm here. The drum is kinda faint but I still believe it should be on 02:53:542 - (the blue tick) instead of the 1/8 rhythm you're using now.
  20. 02:54:318 (4,5) - Rhythm here is probably wrong. The rhythm break should be on 02:54:490 - instead of 02:54:404 - . In other words, http://puu.sh/wWLk4/3a67d158fc.jpg is a proper case.
  21. 02:56:559 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - lack of hitsounds. I don't see an usage of intro effect because that's just unneeded in the middle of the music.
  22. 03:13:456 (3) - 03:14:835 (2) - 03:15:525 (8) - clap is missing
  23. 03:32:076 (6,7) - I don't like the jump between these 2 sliders. It's for nothing in the music. Please remove it.
  24. 03:52:680 (1,1) - They don't have to be a HDash in between, but there should be a jump at least.
  25. 04:26:042 (7,1) - 04:31:559 (8,1) - They're almost the same in the music. So I'd like to suggest you to change 04:31:559 (8,1) - to a 1/4 jump to follow your general idea of this part.
  26. 04:37:076 (8,1) - 04:42:594 (8,1) - same ^
  27. 05:08:068 (4) - should start at 05:08:025 - instead.
Recheck your hitsound first please. They're not complete here and there.
Feel free to call Monstrata for rebub. Then call me back
Topic Starter
Spectator

F D Flourite wrote:

Alright let's move on


[Overdrive]
  1. Hmm, I've played many difficult 1/4 maps with higher BPM but AR9.5. And my Aragami is only AR9.7 while BPM198. So AR9.5~9.6 is more preferred.
  2. 00:32:421 (1,2,3) - Slidertails are not snapped. The main reason for bubble pop ;w; my bad ;w; fixed
  3. 00:45:525 (1,2,3,4,5,6) - jumps can be adapted to follow the clap on 00:45:870 - ? For example, make HDashes on 00:45:783 (3,4) - and 00:45:956 (5,6) - ?
  4. 00:48:456 (2,3,4) - Would you like to make something like this one: http://puu.sh/wWFCv/1d1278e715.jpg? The special music effect here has a decreasing appearance, which is great with small direction change hint to follow.
  5. 00:50:008 (2) - Remove repeat to completely follow the instrument instead of switching track here? http://puu.sh/wWFFg/b181849a01.jpg
  6. 00:54:490 - Normal sampleset hitsounds starting from here to 01:02:076 - is distracting for players. I think volume down is more needed in this part.
  7. 01:07:939 (2,3,4) - This continuous movement is kinda hard to anticipate under such a high AR. I'd like to see direction change, which is more natural under such a circumstance. I felt that the direction change between 1 and 2 would be enough though
  8. 01:31:904 (5,6) - This jump has its only structure appeared in this map. Most structures are 01:30:697 (7,8) - (no jump) or 01:33:456 (6,7) - (final jump). So I think 01:31:904 (5,6) - appearing once in a map is not a good idea. Better change it to fit either one you're used to.
  9. 01:33:801 (1,2) - Also, the jump point is a bit off. I'd like to accept your idea if you want to have different rhythm usage to create variation. But for jumps on heavier/softer beats, that's more intersubjective and likely to be fixed imo.
  10. 01:46:214 (1,2) - This jump is kinda edgy for me. Intentional? or decrease distance?
  11. 02:26:042 (9,10) - No jump on this one? nice
  12. 02:24:404 (6,7) - This is not good looking in your map lol added a jump so that wouldn't look like an ugly streams lol
  13. 02:33:111 (1) - It touches the boundary. Besides, the non-movement on 02:33:111 (1,2) - is a little bit weird. My suggestion is to make 02:33:111 (1) - vertical to create hit-boundary stop and following movement. solved the issue about boundary, though I'd like to keep the current pattern as possible
  14. 02:44:145 (1) - Move to around x264 to make consistency on jump arrangement. (similar example: 02:38:456 (8,1) - )
  15. 02:49:490 (8,1,2) - ^ similar case
  16. 02:42:421 (5) - normal sampleset is missing.
  17. 02:46:732 (8,1) - Rhythm here is highly different than previous choices, which is very inconsistent imo. Your previous rhythm like 02:35:697 (8,1) - is kinda out of general cases but quite catchy. So you should stick to such arrangement on similar situations. A solution is to shorten 02:46:904 (1) - to 1/4 long.
  18. 02:44:749 (4,5) - No hitsound?
  19. 02:53:456 (5,6) - I cannot hear 1/8 rhythm here. The drum is kinda faint but I still believe it should be on 02:53:542 - (the blue tick) instead of the 1/8 rhythm you're using now.
  20. 02:54:318 (4,5) - Rhythm here is probably wrong. The rhythm break should be on 02:54:490 - instead of 02:54:404 - . In other words, http://puu.sh/wWLk4/3a67d158fc.jpg is a proper case.
  21. 02:56:559 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - lack of hitsounds. I don't see an usage of intro effect because that's just unneeded in the middle of the music.
  22. 03:13:456 (3) - 03:14:835 (2) - 03:15:525 (8) - clap is missing
  23. 03:32:076 (6,7) - I don't like the jump between these 2 sliders. It's for nothing in the music. Please remove it.
  24. 03:52:680 (1,1) - They don't have to be a HDash in between, but there should be a jump at least. As it's hard to keep it without HDash due to the previous & later patterns I reduced the distance for them
  25. 04:26:042 (7,1) - 04:31:559 (8,1) - They're almost the same in the music. So I'd like to suggest you to change 04:31:559 (8,1) - to a 1/4 jump to follow your general idea of this part.
  26. 04:37:076 (8,1) - 04:42:594 (8,1) - same ^
  27. 05:08:068 (4) - should start at 05:08:025 - instead.
Recheck your hitsound first please. They're not complete here and there.
Feel free to call Monstrata for rebub. Then call me back

No reply means they're all fixed.

Thank you for the mod!
Monstrata
Thanks FDF~ repairing bubble.
F D Flourite

Minato Yukina wrote:

omg is this real
I don't know if it's real. But it is fun.

Booooooooooooooooooooooooooooooooooooooogie~

Did some small changes on flow and hitsounds. But who cares?

EDIT: Ah I forgot the 24hour rule. Sorry ;w;
Topic Starter
Spectator

F D Flourite wrote:

Minato Yukina wrote:

omg is this real
I don't know if it's real. But it is fun.

Booooooooooooooooooooooooooooooooooooooogie~

Did some small changes on flow and hitsounds. But who cares?
thank you a lot!!

edit: forgot the 24h rule sorry ;w;
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