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U2 Akiyama - Did You See That Shadow? [CatchTheBeat]

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Topic Starter
ZHSteven
This beatmap was submitted using in-game submission on 2013年7月18日 星期四 at 17:35:52

Artist: U2 Akiyama
Title: Did You See That Shadow?
Source: Touhou
Tags: Hisoutensoku Unthinkable Natural Law th12.3 Akiyama Uni Tasogare Frontier Team Shanghai Alice ZUN
BPM: 180
Filesize: 2755kb
Play Time: 01:30
Difficulties Available:
  1. Hard (4.95 stars, 226 notes)
  2. Insane (4.9 stars, 345 notes)
  3. Lunatic (5 stars, 398 notes)
  4. Normal (4.53 stars, 197 notes)
Download: U2 Akiyama - Did You See That Shadow?
Information: Scores/Beatmap Listing
---------------
Anyone wants to see Diff Impossible please click HERE (☆ 18 out of 10)

Anyone DL before 16/7/2013 please redl because of the name changed. Sorry for any inconvenience.

Please ignore the star rating, that is defnitely not ture, because the note density is high in NM and HD, which doesn't affect the difficulty in CTB.

Finally my first CTB mapset attempt is successful ~~ thank you for everyone who help me testing and modding the map. it will be nothing without you.

Reference
This map originally complete in year 2012, which only got an impossible diff there.
Thanks for Dusk, thyoo, Devilsora help me test it, give suggestions and for the most important, encourage me to fully complete this map.
Thanks to all the modders, especially Drafura who really helps a lot to improve the mapset.
Thanks to eldnl and Deif, who helps to mod and gives me bubble and heart~~
And finally, thanks to all the people who play the map and love it~~hope you can enjoy my mapping style~
[CSGA]Ar3sgice
前排!
Topic Starter
ZHSteven

[CSGA]Ar3sgice wrote:

前排!
求timing recheck TAT
houjuu-nue
h
MountainBrother
=.=
ursa
@___@) *I'll mod later /o/
Drafura
[General]
Remove Touhou from tags (already present in source section).
Remove countdown.
Use custom combo colors ?
Set OD = AR.
Take care of combos I sometimes felt that they was too many fruits in my ryuuta especially on [Insane] and [Lunatic] diffs.

[Normal]
Details...

00:01:867 (5) - I'll place it between 00:01:700 (4) - and 00:02:033 (1) - (smoother mouvement)
00:21:033 (3,4,5) - Perfect vertical alignement ? Looks a bit wierd when it's just some pixels.
00:23:033 (3,4,5) - ^
00:50:033 (1,2) - ^
00:50:867 (4,5) - ^
01:30:323 (4,5,6) - A bit more spacing between them, like this

[Hard]
00:26:283 (2) - Bad tick on the timeline. Sounds much better here : 00:26:367 - Reevaluate the jump after this change.
00:27:283 (4) - ^ Sounds much better here : 00:27:367 - Reevaluate the jump after this change.
00:57:700 (6) - I don't really like it, not enough far to use dash and too far to be ignored.
01:13:700 (6) - ^
01:28:535 (3) - I prefer a vertical line.
01:30:240 (4) - 1 grid 4 left (Yes nazi, but I think this really affect the pattern).

[Insane]
My favourite diff in the mapset :)

00:08:367 (2) - I'll use Vertical sliders here then when we reach : 00:12:367 (2,3,4) - those triplets I'll use the firsts one to make a sort of increasing difficulty wich would fit pretty well with the song.
01:28:702 (4) - I'll make it in vertical line or with less spacing for the middle fruit.

[Lunatic]
00:03:950 (5) - I'll remove it and use an hyperdash between 00:03:867 (4) - and 00:04:033 (6) -
00:08:367 (2) - I suggest again to use vertical sliders and increasing the difficulty like in the [Insane] when the song goes up and up.
00:36:033 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - Combo way too long.
01:02:533 (3) - I personnaly don't like this kind of streams, I think they're generating too much random misses. But it's just a personnal opinion.
01:04:533 (2) - Can you make it go to the other side to help pattern prediction ? (middle fruit in the right direction).

Nice mapset, good luck for rankings.
Topic Starter
ZHSteven

Drafura wrote:

[General]
Remove Touhou from tags (already present in source section).
Remove countdown.
Use custom combo colors ? no ideas...
Set OD = AR.changed. But really need to do it?
Take care of combos I sometimes felt that they was too many fruits in my ryuuta especially on [Insane] and [Lunatic] diffs.
trust me that was a mistake >.<
[Normal]
Details...

00:01:867 (5) - I'll place it between 00:01:700 (4) - and 00:02:033 (1) - (smoother mouvement) I know what you mean, adjust it further.
00:21:033 (3,4,5) - Perfect vertical alignement ? Looks a bit wierd when it's just some pixels. done
00:23:033 (3,4,5) - ^
00:50:033 (1,2) - ^
00:50:867 (4,5) - ^done
01:30:323 (4,5,6) - A bit more spacing between them, like thisdone

[Hard]
00:26:283 (2) - Bad tick on the timeline. Sounds much better here : 00:26:367 - Reevaluate the jump after this change.
00:27:283 (4) - ^ Sounds much better here : 00:27:367 - Reevaluate the jump after this change. these 2 I struggled for a so long time, still cannot find solutions. I change it a bit to fit the rhythm, but not sure the flow is weird or not.
00:57:700 (6) - I don't really like it, not enough far to use dash and too far to be ignored.now you should be able to catch it without dash.
01:13:700 (6) - ^^
01:28:535 (3) - I prefer a vertical line.horizontal seems fine to me.
01:30:240 (4) - 1 grid 4 left (Yes nazi, but I think this really affect the pattern).I like nazi in fact.

[Insane]
My favourite diff in the mapset :)

00:08:367 (2) - I'll use Vertical sliders here then when we reach : 00:12:367 (2,3,4) - those triplets I'll use the firsts one to make a sort of increasing difficulty wich would fit pretty well with the song.Sorry I dont get it, could you use images to clarify it?
01:28:702 (4) - I'll make it in vertical line or with less spacing for the middle fruit.adjust the spacing of (5), (6), (1) and (2), I really don't want to easy this part.

[Lunatic]
00:03:950 (5) - I'll remove it and use an hyperdash between 00:03:867 (4) - and 00:04:033 (6) -
Change to some thing other. Lets see what next modder say.
00:08:367 (2) - I suggest again to use vertical sliders and increasing the difficulty like in the [Insane] when the song goes up and up.
are you sure? that would be extremely hard because of the high CS.
00:36:033 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - Combo way too long.oops, my fault >.<
01:02:533 (3) - I personnaly don't like this kind of streams, I think they're generating too much random misses. But it's just a personnal opinion.
This is one of the stream pattern in CTB. Use group of small reverse slider is to make the player stand in a correct position to catch all of the fruit. take a look at it, you will find the spacing for all the slider is the same, meaning you just need to know the right timing of the movement.
01:04:533 (2) - Can you make it go to the other side to help pattern prediction ? (middle fruit in the right direction).yes you are right, that seems better. But question is .. the HD disappear, meaning it is harder..

Nice mapset, good luck for rankings.
Great thank to your helpful mod~
Drafura
/!\ Do not kd /!\

ZHSteven wrote:

[General]
Set OD = AR.changed. But really need to do it? This has been recently discussed in the CtB thread and it may change soon but until it is a guideline I suggest you to apply it.

[Hard]
00:26:283 (2) - Bad tick on the timeline. Sounds much better here : 00:26:367 - Reevaluate the jump after this change.
00:27:283 (4) - ^ Sounds much better here : 00:27:367 - Reevaluate the jump after this change. these 2 I struggled for a so long time, still cannot find solutions. I change it a bit to fit the rhythm, but not sure the flow is weird or not. Yes, good.

[Insane]
00:08:367 (2) - I'll use Vertical sliders here then when we reach : 00:12:367 (2,3,4) - those triplets I'll use the firsts one to make a sort of increasing difficulty wich would fit pretty well with the song.Sorry I dont get it, could you use images to clarify it? Here I'm talking about all the triplets in the begining of the song (00:08:367 (2) - 00:08:867 (4) - 00:10:367 (2) - 00:10:867 (4) - 00:12:367 (2,3,4,5,6,7) - 00:14:367 (2,3,4,5,6,7) - 00:16:367 (2,3,4,5,6,7) - 00:18:033 (1,2,3,4,5,6) - , 12 triplets). The idea is for example to use vertical line shapes for the 4 firsts tripets, then something with more spacing/mouvement for the 4 next triplets, and then increase again the spacing for the 4 last triplets. This is just an example just to give you the basic idea. You can increase the difficulty slower in term of spacing but more frequently (each 2 triplets), or even have another idea about this. I think this part of the song calls for something being redundant in the patterns but being harder and harder each time.

[Lunatic]
00:08:367 (2) - I suggest again to use vertical sliders and increasing the difficulty like in the [Insane] when the song goes up and up.
are you sure? that would be extremely hard because of the high CS. It's the same idea here for all begining's triplets as [Insane] diff.
01:02:533 (3) - I personnaly don't like this kind of streams, I think they're generating too much random misses. But it's just a personnal opinion. This is one of the stream pattern in CTB. Use group of small reverse slider is to make the player stand in a correct position to catch all of the fruit. take a look at it, you will find the spacing for all the slider is the same, meaning you just need to know the right timing of the movement. Yes I know, just remember I've mentionned it if too many modders wants it to be modified, else you can just ignore this point.
01:04:533 (2) - Can you make it go to the other side to help pattern prediction ? (middle fruit in the right direction).yes you are right, that seems better. But question is .. the HD disappear, meaning it is harder.. I'm not really used to HD and when I play it, I don't even read it like most players (I look in the hidden area, yes I'm baka). So, I basically can't say if it's good or not in HD. But in the other hand I never mod maps with mods (I love DT and HR but I allways admit maps are meant to be played none, so I'll basically never say this pattern is too hard for DT, this jumps turn pixel in HR or something like that). So, I guess it's up to your decision wich feeling you want for your map.

Great thank to your helpful mod~ You're welcome.
/!\ Do not kd /!\
Topic Starter
ZHSteven

Drafura wrote:

[General]
Set OD = AR.changed. But really need to do it? This has been recently discussed in the CtB thread and it may change soon but until it is a guideline I suggest you to apply it.
Fine.
[Hard]
00:26:283 (2) - Bad tick on the timeline. Sounds much better here : 00:26:367 - Reevaluate the jump after this change.
00:27:283 (4) - ^ Sounds much better here : 00:27:367 - Reevaluate the jump after this change. these 2 I struggled for a so long time, still cannot find solutions. I change it a bit to fit the rhythm, but not sure the flow is weird or not. Yes, good.

[Insane]
00:08:367 (2) - I'll use Vertical sliders here then when we reach : 00:12:367 (2,3,4) - those triplets I'll use the firsts one to make a sort of increasing difficulty wich would fit pretty well with the song.Sorry I dont get it, could you use images to clarify it? Here I'm talking about all the triplets in the begining of the song (00:08:367 (2) - 00:08:867 (4) - 00:10:367 (2) - 00:10:867 (4) - 00:12:367 (2,3,4,5,6,7) - 00:14:367 (2,3,4,5,6,7) - 00:16:367 (2,3,4,5,6,7) - 00:18:033 (1,2,3,4,5,6) - , 12 triplets). The idea is for example to use vertical line shapes for the 4 firsts tripets, then something with more spacing/mouvement for the 4 next triplets, and then increase again the spacing for the 4 last triplets. This is just an example just to give you the basic idea. You can increase the difficulty slower in term of spacing but more frequently (each 2 triplets), or even have another idea about this. I think this part of the song calls for something being redundant in the patterns but being harder and harder each time.
Get your idea. Yes it is good but it seems difficult to handle. I further modify this part, from 00:08:033 (1) - to 00:19:867 (10) - , and absorb your idea in some of the patterns. Not sure it is good or not=.=

[Lunatic]
00:08:367 (2) - I suggest again to use vertical sliders and increasing the difficulty like in the [Insane] when the song goes up and up.
are you sure? that would be extremely hard because of the high CS. It's the same idea here for all begining's triplets as [Insane] diff.
Here I use a different pattern as the one in Insane, which cannot be hypered easily. But I modify some hyper note inside the pattern.
01:02:533 (3) - I personnaly don't like this kind of streams, I think they're generating too much random misses. But it's just a personnal opinion. This is one of the stream pattern in CTB. Use group of small reverse slider is to make the player stand in a correct position to catch all of the fruit. take a look at it, you will find the spacing for all the slider is the same, meaning you just need to know the right timing of the movement. Yes I know, just remember I've mentionned it if too many modders wants it to be modified, else you can just ignore this point.Get it boss~
01:04:533 (2) - Can you make it go to the other side to help pattern prediction ? (middle fruit in the right direction).yes you are right, that seems better. But question is .. the HD disappear, meaning it is harder.. I'm not really used to HD and when I play it, I don't even read it like most players (I look in the hidden area, yes I'm baka). So, I basically can't say if it's good or not in HD. But in the other hand I never mod maps with mods (I love DT and HR but I allways admit maps are meant to be played none, so I'll basically never say this pattern is too hard for DT, this jumps turn pixel in HR or something like that). So, I guess it's up to your decision wich feeling you want for your map.
In fact I don't care if this diff can be HRed or not, but yes, I want to make it as easier as possible to be HDed, just because it is AR9 and CS 5 which is extremely small and fast.. I will change it as this moment, if people keep saying this is too hard to be HDed, or even FCed, I will change back to hyperdash, make it easier.
Great thank to your helpful mod~ You're welcome.
And thanks again for rechecking~
/!\ Do not kd /!\[/quote]
ursa
Mod time /o/

[General]ok, i've take a try to your maps & it's really good & fun, especially it's same like your style for mapping ctb <3

anyway for the first thing that you should look up first, you should raise the hitsound's volume a bit , so it because the song is kinda couranging song , so i think the hitsound must be loud too

ok 2nd part is kiai time , i think you should in here
00:52:033 to 01:06:033
01:08:033 to 01:23:033
(the kiai time applied all the whole diff)

for the diff :
[Normal]
OD = 6 i think , but it's up to you :D

[Hard]
00:12:033 (1) - & 00:14:033 (1) - , uhmm make the slider curved like the pattern before, because this pattern is the only pattern i think strange & pattern flow before are curved.
01:28:016 (1,2,3,4,5) - i think this last pattern kinda forced , so the flow catching becomes bad X_X , so i suggest to remove the slider stream & make a circle into this part 01:28:535 (3,4) -

[Insane]
00:50:200 (2) - make this slider into like this plz ; _ ; ) http://puu.sh/39jr3.jpg i think the straight slider is good too but i think the flow reading for this pattern will be bad.

[Lunatic]
It's good & the placement is timed well :)

that's all i can help :o
Topic Starter
ZHSteven

ursa wrote:

Mod time /o/

[General]ok, i've take a try to your maps & it's really good & fun, especially it's same like your style for mapping ctb <3

anyway for the first thing that you should look up first, you should raise the hitsound's volume a bit , so it because the song is kinda couranging song , so i think the hitsound must be loud too not gonna change this time, because I think the song itself have a good hitsounding. It will be noisy if costom hitsound is too loud.

ok 2nd part is kiai time , i think you should in here
00:52:033 to 01:06:033
01:08:033 to 01:23:033
(the kiai time applied all the whole diff)
Don't want to add kiai time, because hidden player will gain advantage.
If a rank map needs to be at least a kiai, I will apply this.

for the diff :
[Normal]
OD = 6 i think , but it's up to you :D Seems good.

[Hard]
00:12:033 (1) - & 00:14:033 (1) - , uhmm make the slider curved like the pattern before, because this pattern is the only pattern i think strange & pattern flow before are curved.
you are right. But I really don't want to change the pattern here, so just change the direction of 00:12:533 (2) - and 00:14:533 (2) - to make the flow better.
01:28:016 (1,2,3,4,5) - i think this last pattern kinda forced , so the flow catching becomes bad X_X , so i suggest to remove the slider stream & make a circle into this part 01:28:535 (3,4) -
Not see the need of changing this. I wants to make a hyper in the last part, every diff is the same :o

[Insane]
00:50:200 (2) - make this slider into like this plz ; _ ; ) http://puu.sh/39jr3.jpg i think the straight slider is good too but i think the flow reading for this pattern will be bad.
yes, good idea. But I've change it to something else. Now the flow is better but... difficulty increase significantly..
if you find it is extremely hard to handle this, I will change again..
[Lunatic]
It's good & the placement is timed well :)
Thanks :D

that's all i can help :o
Precious mod. Thanks
Sey
[General]
  1. All in all a nice mapset. However, I'd suggest you to check the Lunatic again because it is very overmapped.
  2. A Kiai is quite well fitting in this song after the Preview time because it seems much more "epic" here. Doesn't need to be a long Kiai but I would add one
[Normal]
  1. All in all the Normal plays pretty fine and seems quite solid for me. I didn't find much but I try to list up some minor things which I didn't like so much.
  2. 00:12:033 (1) - and 00:14:033 (1) - I find those sliders very boring. Why don't you change their direction as in 00:08:033 (1) - and 00:10:033 (1) - ? That also gives the song a better structure/symmetry on this part.
  3. 00:46:033 (1,2) - I don't like it too much here when two times in a row almost the same slider appears. Why don't you try to put them in opposite directions? That's much more fluid to play.
  4. 00:48:033 (1,2) - Same as in the first point. I find it quite boring to play those straight sliders on this part.
  5. 01:08:533 (2,3) - That's weird... Why don't you put it the same way as in 01:10:533 (2,3) - ?
[Hard]
  1. That map was a lot of fun to play! I must say.
  2. 00:04:033 (3) - That pattern could look cleaner, for example a vertical or horicontical flip of 00:00:034 (1) - (with reversed selections) could be nice here.
  3. 01:28:016 (1,2,3,4,5) - The jumps here fit very well and I like them. However, try to change its structure a bit, please. That part needs a better flow and is quite ugly to play, especially with that slider at 01:28:535 (3) . It is very frustrating if you lose your combo at the end of the song and the majority of players loses the motivation to play that difficulty again. I personally liked that part but many players will hate you for that last "troll" :p. However, the final decision is yours, maybe you should just change the structure a bit and make it a bit cleaner for the player.
[Insane]
  1. Dunno what to say here... This one is very difficult and exhausting on some parts. It can be really, really frustrating. Also I am a player who prefers AR8, but that's your decision. As long as you do not use AR10 it should be still fine. Though AR8 is probably the most recommended AR in CtB difficulties, according do the CtB Ranking Criterias.
  2. I would set more New Combos here. Concerning the CtB Ranking Criterias a Combo Maximum of 10 is recommended.
  3. Those sliders you were using at the beginning (for example at 00:08:367 (2) - , 00:10:367 (2) - , and so on are quite well fitting to the rhythm but you shouldn't copy them in the whole section because that's almost abusing of them.
  4. 00:50:033 (1,2,3,4) - I find that part TOO jumpy. The whole mapset is already very jumpy but it's just getting too much on those parts.
  5. 01:04:033 (1,2,3,1) - That is TOO MUCH. First those squeezed fruits, than that slider with reverse arrow and then those squeezed fruits again. This section is just very weird and ugly to play. Please take a look here again and maybe try to find another way of mapping here.
  6. 01:28:016 (1,2,3,4,5,6) - I just don't like it... The one in the Hard is much better. The jumps you need to do here are almost impossible in that short time.
[Lunatic]
  1. As already mentioned above this difficulty is extremely overmapped. You must reduce here.
  2. Same as in the Insane. I would set more New Combos here. Concerning the CtB Ranking Criterias a Combo Maximum of 10 is recommended.
  3. 00:03:950 (5,6) - This slider is not really good, especially that you directly have to go left again. It is almost impossible to succeed here.
  4. Again I can only say you were abusing of the sliders and triplets like in 00:08:367 (2) - , 00:10:367 (2) - , 00:16:033 (1,2,3) - , 00:16:700 (4,5,6) - , and so on... I like those SOMETIMES but not throughout the whole song. Also, it is not like in the Insane, this time they are spreaded through the whole difficulty.
  5. You were using a lot of streams here, I recommend you to reduce it on some parts. Like here: 00:58:117 (2,3,4,5,6,7,8,9,1,2,3) -
  6. 01:18:033 (1,2,3,4,1,2,3,1,2,3) - That section is very odd to play. It is totally overmapped anyway and doesn't make any fun at all. I recommend you to change it completely.
  7. And so on, and so on... You should really take care of your overmapping here.
I hope this mod was a bit helpful :oops: Even if not, still good luck with this mapset.
Topic Starter
ZHSteven

Sey wrote:

[General]
  1. All in all a nice mapset. However, I'd suggest you to check the Lunatic again because it is very overmapped.
  2. A Kiai is quite well fitting in this song after the Preview time because it seems much more "epic" here. Doesn't need to be a long Kiai but I would add one
    you are the 2nd one point out this. if there is a 3rd, I will add kiai. (actually I really dont want because of the Hidden advantage.
[Normal]
  1. All in all the Normal plays pretty fine and seems quite solid for me. I didn't find much but I try to list up some minor things which I didn't like so much.
  2. 00:12:033 (1) - and 00:14:033 (1) - I find those sliders very boring. Why don't you change their direction as in 00:08:033 (1) - and 00:10:033 (1) - ? That also gives the song a better structure/symmetry on this part.
    Normal isnt it? no need to be moving all overtime. yes, stand slider plays so boring but there is only 2 in this series of pattern, I think it is ok.
  3. 00:46:033 (1,2) - I don't like it too much here when two times in a row almost the same slider appears. Why don't you try to put them in opposite directions? That's much more fluid to play.
  4. 00:48:033 (1,2) - Same as in the first point. I find it quite boring to play those straight sliders on this part.
    Look at the whole pattern, I am trying to give a difficult slightly decrease feeling in normal to fit the music. these 2 is the last 2 set of pattern so I think make it easier is not too bad.
  5. 01:08:533 (2,3) - That's weird... Why don't you put it the same way as in 01:10:533 (2,3) - ?
    I do not have other solutions. plus I don't like to copy in a series of pattern, so this time I will keep it. If other modder still pointing out, I will take it and trying to find some other solutions.
[Hard]
  1. That map was a lot of fun to play! I must say.
  2. 00:04:033 (3) - That pattern could look cleaner, for example a vertical or horicontical flip of 00:00:034 (1) - (with reversed selections) could be nice here.
    yes great idea. (actually I dont want that 2 be the same but, yes you are right this one is weird.
  3. 01:28:016 (1,2,3,4,5) - The jumps here fit very well and I like them. However, try to change its structure a bit, please. That part needs a better flow and is quite ugly to play, especially with that slider at 01:28:535 (3) . It is very frustrating if you lose your combo at the end of the song and the majority of players loses the motivation to play that difficulty again. I personally liked that part but many players will hate you for that last "troll" :p. However, the final decision is yours, maybe you should just change the structure a bit and make it a bit cleaner for the player.
    modify further on this part, should be ok now.
[Insane]
  1. Dunno what to say here... This one is very difficult and exhausting on some parts. It can be really, really frustrating. Also I am a player who prefers AR8, but that's your decision. As long as you do not use AR10 it should be still fine. Though AR8 is probably the most recommended AR in CtB difficulties, according do the CtB Ranking Criterias.
    This one is consider a "Rain" difficult in CTB mapset, which is suppose to be a real Insane. According to the criteria, it should be ar9.
    Besides that, There is some of the short slider pattern in the map which not suitable for AR8(it will squeeze together)
  2. I would set more New Combos here. Concerning the CtB Ranking Criterias a Combo Maximum of 10 is recommended.
    fixed.
  3. Those sliders you were using at the beginning (for example at 00:08:367 (2) - , 00:10:367 (2) - , and so on are quite well fitting to the rhythm but you shouldn't copy them in the whole section because that's almost abusing of them.
    I think I never abuse this pattern...really
  4. 00:50:033 (1,2,3,4) - I find that part TOO jumpy. The whole mapset is already very jumpy but it's just getting too much on those parts.
  5. 01:04:033 (1,2,3,1) - That is TOO MUCH. First those squeezed fruits, than that slider with reverse arrow and then those squeezed fruits again. This section is just very weird and ugly to play. Please take a look here again and maybe try to find another way of mapping here.
    don't know why but.. I think here fit the music quite well, just a little bit hard to play. anyway change a little bit to easier this part.
  6. 01:28:016 (1,2,3,4,5,6) - I just don't like it... The one in the Hard is much better. The jumps you need to do here are almost impossible in that short time.
    Change to linear 3 note + hyperdash. this time you should be ok with it...
[Lunatic]
  1. As already mentioned above this difficulty is extremely overmapped. You must reduce here.
  2. Same as in the Insane. I would set more New Combos here. Concerning the CtB Ranking Criterias a Combo Maximum of 10 is recommended.
  3. 00:03:950 (5,6) - This slider is not really good, especially that you directly have to go left again. It is almost impossible to succeed here.
  4. Again I can only say you were abusing of the sliders and triplets like in 00:08:367 (2) - , 00:10:367 (2) - , 00:16:033 (1,2,3) - , 00:16:700 (4,5,6) - , and so on... I like those SOMETIMES but not throughout the whole song. Also, it is not like in the Insane, this time they are spreaded through the whole difficulty.
  5. You were using a lot of streams here, I recommend you to reduce it on some parts. Like here: 00:58:117 (2,3,4,5,6,7,8,9,1,2,3) -
  6. 01:18:033 (1,2,3,4,1,2,3,1,2,3) - That section is very odd to play. It is totally overmapped anyway and doesn't make any fun at all. I recommend you to change it completely.
  7. And so on, and so on... You should really take care of your overmapping here.
    not going to apply these at the moment since this is all "difficult related". I know this diff needs to be further test, but I already sent to almost 10 pro player for test play, they all think the difficult is just ok, easy to pass but extremely hard to FC. That is what I want the difficulty to be in an Expert CTB diff.
    EDIT: for some reasons, reduce some of the jump to make this diff more acceptable, but the important part remain the same.
I hope this mod was a bit helpful :oops: Even if not, still good luck with this mapset.
SUBSTAC9
Go Go Go!! ZHSteven Good luck :P
Deif
Got to mod finally your map, but the timing is innacurate. This is what I got:

BPM 180 (3/4) - Offset 34
BPM 169 (3/4) - Offset 83033
BPM 180 (3/4) - Offset 88003
BPM 143 (3/4) - Offset 89669 (the last 3 notes are a 1/8 triplet with a lower BPM)
BPM 180 (3/4) - Offset 90508 (not really needed, as you didn't map anything at that point, but that's where the music begins again)

Look for a double-check, just in case /o\
Topic Starter
ZHSteven
fixed, but i think i need another timing expert to do a recheck TAT

Edit: should be ok now, and as the suggestion, change the romaji into correct words.
So I am sorry but anyone dl before this update should dl again...
Kurokami
I think modding is just "how to push my mapping style to others with force", so anything bellow is just a suggestion.

[General]

This is really not neccessary, but please remove the bookmark points for smaller size. (Honestly, this will save like 2 kb so I don't know why everyone is pointing out.)

[Normal]

00:21:033 (3,4,5) - This triplet will fit better to the music if you place them a bit farrer from each other, make a small jump patter this way..
00:23:033 (3,4,5) - This is basically the same as above, so do the same with this.
00:24:033 (1,2,3) - If you place (2) a bit farrer from (1) will fit better. This way you jump to (2) and back to (3) which I think fit here very well.
00:51:367 (1) - Move to x:352 y:136, I think it will fit better to the rhythm, since it will create a small jump. And if you listen to the music there is a indicator to it.
00:54:033 (1,2,3) - Place (2) a bit farther away from the others create a small jump this way which fits to the music.
00:55:867 (4,1) - Place (1) a bit farrer to fit the music
01:02:033 (1,2,3) - Move (2) away, explained above.
01:03:867 (5,1) - Place (1) farrer for better fitting.
01:10:033 (1,2,3) - Move (2) away just as I wrote a few lines above.
01:11:867 (4,1) - Place (1) farrer
01:18:033 (1,2,3) - You need to place (2) a bit farrer to fit to the music.
01:19:700 (4,5,1) - Place (5) away a bit from (4) to do a small jump and do the same with (1). This way this pattern will fit better to the music.

You should do this diff a bit more jumpy, not high (big) jumps just a small ones, but I think where the music indicates there should be a jump. This is CtB where you need to jump as many times as possible, this makes it hard. Therefore jumps must not missing from the easier diff too.

[Hard]

00:51:033 (5,1,1,1) - This jump is a bit hard. Even thou I catched 2 times in 4 try I think you need to consider a bit. I don't think this diff needs jump which is very hard on this level, got enough hard jumps already. And one more thing, even thou the jump is fit to the music, it didn't fit to the diff itself.

Thats all, I think this diff is good enough.

[Insane]

00:56:867 (4,5,6) - This rhythm is the same as one a bit later on. Explaned bellow. I think, to avoid any more copy/paste, you should change one of these two to a repeat slider and change the other one to a small triplet stream. And the jump is 00:57:367 (7) - here, just as later on.
01:12:867 (4,5,6) - What is with this random jumps? o.o I don't think the rhythm here is enough to do a jump. If its me I map here a repeat slider since it fit better. And the jump should be 01:13:367 (7) - here.

Not bad diff, I think I will fc this latter. :3

[Lunatic]

00:21:033 (1,2,3,4,5,6) - The jump here should start at (1) because it fit better to the music.
00:48:867 (4,1,2) - I think this jump is kinda random. There is nothing here in the music.

I can't testplay this diff. It is too hard for me so everything above is just very low suggestions.

[]
I only have experience in CtB mapping not moddig since this is my first mod. I hope, even thou I'm still unexperienced, my mod will be useful. As I said earlier I hate to push my mapping style to others, so If you don't want to change something then don't do it. But I want a good explanation why. This way both of us will learn something. Equal exchange, I guess. :3
Topic Starter
ZHSteven

Kurokami wrote:

I think modding is just "how to push my mapping style to others with force", so anything bellow is just a suggestion.

[General]

This is really not neccessary, but please remove the bookmark points for smaller size. (Honestly, this will save like 2 kb so I don't know why everyone is pointing out.)
ok
[Normal]

00:21:033 (3,4,5) - This triplet will fit better to the music if you place them a bit farrer from each other, make a small jump patter this way..get it.
00:23:033 (3,4,5) - This is basically the same as above, so do the same with this.^
00:24:033 (1,2,3) - If you place (2) a bit farrer from (1) will fit better. This way you jump to (2) and back to (3) which I think fit here very well.yes just a little. because this is only a normal I will not do so much jump.
00:51:367 (1) - Move to x:352 y:136, I think it will fit better to the rhythm, since it will create a small jump. And if you listen to the music there is a indicator to it.Great.
00:54:033 (1,2,3) - Place (2) a bit farther away from the others create a small jump this way which fits to the music.
00:55:867 (4,1) - Place (1) a bit farrer to fit the music
01:02:033 (1,2,3) - Move (2) away, explained above.
01:03:867 (5,1) - Place (1) farrer for better fitting.
01:10:033 (1,2,3) - Move (2) away just as I wrote a few lines above.
01:11:867 (4,1) - Place (1) farrer
01:18:033 (1,2,3) - You need to place (2) a bit farrer to fit to the music.
01:19:700 (4,5,1) - Place (5) away a bit from (4) to do a small jump and do the same with (1). This way this pattern will fit better to the music.
All of the above is aiming to make the diff more challenge. yes in this case the map flow will be better but i still insist to make it easier as it is.
You should do this diff a bit more jumpy, not high (big) jumps just a small ones, but I think where the music indicates there should be a jump. This is CtB where you need to jump as many times as possible, this makes it hard. Therefore jumps must not missing from the easier diff too.
This is only a NORMAL, which is the easiest diff in this mapset. I do not want someone says all of my diffs are overmapped or something..... so I think nothing wrong to make it easier and easier.

[Hard]

00:51:033 (5,1,1,1) - This jump is a bit hard. Even thou I catched 2 times in 4 try I think you need to consider a bit. I don't think this diff needs jump which is very hard on this level, got enough hard jumps already. And one more thing, even thou the jump is fit to the music, it didn't fit to the diff itself.

Yes this is the first place I want to make it as difficult as possible. Ok as you suggest I will make 34 easier but 45 remains the same.

Thats all, I think this diff is good enough.

[Insane]

00:56:867 (4,5,6) - This rhythm is the same as one a bit later on. Explaned bellow. I think, to avoid any more copy/paste, you should change one of these two to a repeat slider and change the other one to a small triplet stream. And the jump is 00:57:367 (7) - here, just as later on.
ummm.... sorry I don't like this. no change.
01:12:867 (4,5,6) - What is with this random jumps? o.o I don't think the rhythm here is enough to do a jump. If its me I map here a repeat slider since it fit better. And the jump should be 01:13:367 (7) - here.
take it this way: 1,2,3,4 is a whole, since 5,6 have the same beat as 34, so make it a repeat jump, and when 7 he music is higher so 7 with a hyper spacing.

Not bad diff, I think I will fc this latter. :3
good luck XD
[Lunatic]

00:21:033 (1,2,3,4,5,6) - The jump here should start at (1) because it fit better to the music.
get it but I change to something different. dont want to make a jump on 1.
00:48:867 (4,1,2) - I think this jump is kinda random. There is nothing here in the music.
consider 00:45:033 (1,2,3,4,5,6) - and 00:47:033 (1,2,3,4,5,6) - is a repeat jump, here should have a jump to related with them.
I can't testplay this diff. It is too hard for me so everything above is just very low suggestions.
www
[]
I only have experience in CtB mapping not moddig since this is my first mod. I hope, even thou I'm still unexperienced, my mod will be useful. As I said earlier I hate to push my mapping style to others, so If you don't want to change something then don't do it. But I want a good explanation why. This way both of us will learn something. Equal exchange, I guess. :3
anyone do have a different mapping style, because different people do have different understand about a music. Modding in my opinion, is like improvement. Try to point out something that don't fit the flow, and give some suggestions to make mapper think, which one is better, and have make further discussion. That is a correct way of doing a mod imo.
I think this mod can be treat as a valuable mod. Throw me a lot of good ideas to make me think. Thanks in advance.
Tari
Mod by request :3

[General]

  1. I think you need to use standard CTB names o.o? (Platter,Rain,Cup etc.)
[Normal]

  1. I would rather you keep distance constant in this, to make it more beginner friendly, and please do not have any red-hyperdash fruits in this, it just won't make sense for newbies :o
  2. 00:07:367 (2,3,1) - For these notes, slowly increase spacing , because it won't sense to make these spacing as the chorus of the song 00:09:033 (2,3) - because that part needs to have much more importance
  3. 00:11:367 (3,4) - You can potentially add more variety here, then repeat same rhythm again and again, by making this a slider
  4. 00:15:367 (3,4) - ^
  5. 00:16:033 (1) - Make this the same spacing as 00:12:033 (1) - would be much better or since the upcoming pattern is intended to be symmetrical, moving this note 00:15:700 (4) - would be best
  6. 00:47:367 (3) - You should make this same spacing as 00:45:367 (3) - (nazi) but this slider is touch note, so it look kinda ugly
  7. 00:55:033 (3) - A better position that will still fit the stack slider ends could be this : http://puu.sh/3r8oY.jpg
  8. 01:11:033 (3) - ^
[Hard]

  1. HP-1
  2. 00:15:367 (4,5,6) - more variety, try to do reverse slider instead of the same 3 circle rhythm again and again,
  3. 00:23:533 (6) - I think you should decrease spacing here, or 00:24:533 (2) - increase it here, just to stay constant in spacing changes I guess
  4. 00:41:367 (4) - Move this farther apart, would fit better with the previously mapped sections honestly
  5. 00:43:367 (4) - Move this closer, so the spacing is the same as this 00:39:367 (4) - and move the next note farther away too so you don't break flow either
  6. 00:50:033 (1,2) - I think this and 00:50:867 (4,5) - should both have the same position , try to this catch pattern : http://puu.sh/3rbXr.jpg , http://puu.sh/3rbY8.jpg
  7. 01:06:033 (1) - Increase spacing here , cause in this part you put the long dashes for these finish notes
  8. 01:28:836 (4,5,6) - Personal taste, but I don't think jump to note 5-6 fits here
[Lunatic]

  1. 00:13:033 (7) - I believe you forgot to add NC here
  2. 00:19:033 (7) - ^
  3. 00:23:367 (3) - I think this should be stacked with 00:23:033 (1) - ? (It doesn't really affect gameplay but still)
  4. 00:25:367 (3) - Un stack please, this rhythm here is different from 00:21:033 (1,2,3) - so no need to make pattern the same either. just move under 4 or what fits you best.
  5. 01:07:867 (2) - Separate NC please.
    Copy paste too much >< but GOOD!
[Insane]

  1. Lower AR and OD by 1 please
  2. 00:06:533 (2) - I think spacing needs to be decreased a little more here
  3. 00:15:033 (8,9,10,11) - Try different pattern then this, possibly you can do this : http://puu.sh/3rcQ9.jpg , Make 8 reach 9 and 10 reach 11 at the same spot.
  4. 00:20:033 (1) - Good spot to put red-hyperdash so maybe move to http://puu.sh/3rcSl.jpg
  5. 01:06:033 (1) - Increase spacing here I guess, It makes perfect sense for me!
  6. 01:07:867 (2) - Same as lunatic.
Nice map, more variety totally possible. but good job :3
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