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Akiyama Uni - Odoru Mizushibuki

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Topic Starter
Hollow Wings
This beatmap was submitted using in-game submission on 2015年12月8日 at 3:07:32

Artist: Akiyama Uni
Title: Odoru Mizushibuki
Source: 東方Project
Tags: Touhou th10.5 fxt Twilight Frontier Tasofro 黄昏フロンティア zun Scarlet Weather Rhapsody jun Dancing Water Spray 小野冢小町 おのづか こまち Onozuka Komachi
BPM: 138
Filesize: 3702kb
Play Time: 01:23
Difficulties Available:
  1. Death Dance (6.98 stars, 419 notes)
  2. Easy (1.14 stars, 55 notes)
  3. Extra (5.98 stars, 279 notes)
  4. Hard (2.97 stars, 210 notes)
  5. Insane (3.45 stars, 279 notes)
  6. Lunatic (4.94 stars, 262 notes)
  7. Normal (1.91 stars, 152 notes)
  8. Split Insane (4.21 stars, 500 notes)
Download: Akiyama Uni - Odoru Mizushibuki
Information: Scores/Beatmap Listing
---------------
th105 bgm 踊る水飛沫
bg by me

Extra thx to MillhioreF for helping from the begining!
poke this: https://osu.ppy.sh/ss/2156077

btw, lol ctb
Groumiezi
HOLY SHIT
WHAT
wattt
[CSGA]Ar3sgice
00:16:427 (4) - 这个是不是应该在250:194的
00:42:406 (2) - 这个没叠好

这次的rrt能fc不
Topic Starter
Hollow Wings

[CSGA]Ar3sgice wrote:

00:16:427 (4) - 这个是不是应该在250:194的 本来想放那里的但柑橘ds太小了就放在现在这里
00:42:406 (2) - 这个没叠好 fixed

这次的rrt能fc不 肯定可以
ar3姥爷真是越来越懒了OVQ
pw384
用AR9.8吧求求
ZZHBOY
???
jesse1412
Sorry I'm late~

[Death Dance]

OD9!!!

00:00:015 (1,1,2,1,1,2) - The anti spacing at the start works if you know the map, I'd recommend changing this around to make it a little more readable for the first pattern. Maybe use more sliders or making the spacing more coherent so that the player can get a good understanding of the rhythm. By making this first set of anti-spaced jumps more easily read you will make these 00:01:754 (1,1,2,1,1,2,1) readable without many changes, although I would advise that you find a way to make it a little clearly to the player how the timing here works, a good way to do this is stack some of the anti jumps (eg: stack these 00:02:188 (2,1) ) but the map more understandable after the first few plays.
00:26:318 (1,2) - This looks like a 1/8 spaced double and can throw players pretty harshly, space it out more please, it'd help a lot.
00:26:428 (2,1) - I would recommend turning the 1/8 slider into a double and adding to the start of the slider (making a triple). This map has quite a lot of overlapping so it's hard enough as it is, it'd be easier if the player didn't have to differentiate between ambiguous 1/4s and 1/8s.
00:33:275 (1,2,1) - ^ same as last 2 points.
00:50:667 (1,2,3,4) - I personally think that this stream just breaks tempo in the map and it feel like something you're just forcing the player to remember, it's not an issue as such but I think it'd be nicer to use some form of slider here.
00:51:971 (5,6,1) - Space these out so that they aren't touching at least, right now they look like they're the same speed as the stream mentioned above and it can make the section confusing.
00:52:732 (1,2,3,1,2) - ^
00:53:602 (1,2,3,1,2) - ^
00:54:472 (1,2,3) - ^ Especially here before these harsh jumps, I think it'd be best to actually change the last 2 notes here into a 1/4 slider to make transition into the jumps nicer.
01:08:710 (1,2,1,2,1,2,1,2,1) - I would like to see these jumps moved to somewhere closer to the end of 01:08:493 (4) . At the moment, they're not only hard but they're also quite odd to flow into because of this, perhaps move the entire pattern right?
01:10:341 (2,1) - I think this would be a clearer 1/2 if these were stacked, otherwise I personally feel like it'd be good to move them apart more.
01:13:819 (2,1) - Space these more, strange to read, at this point in the map where the jumps are so hard and adrenaline is high from the other insane jumps it's kinda hard to read properly so anti jumps are probably not the best suited, but that's just me.

It's hard to say how well the jumps actually play because they're so hard for me but I do feel like a lot of them are actually really well complimented. I think the only jump I could possibly complain about is 00:22:623 (2,1,2,1) , the pattern felt awkward to me but I do honestly think it's just me so I didn't mention it in the bulk of the mod.

[extra]

To do?
Topic Starter
Hollow Wings

jesus1412 wrote:

Sorry I'm late~ that's ok~

[Death Dance]

OD9!!! nooooooo lol, bpm138 is low enough, od8 is enough as well imo, thou it's ar10 now, od9's still too high imo ;w;

00:00:015 (1,1,2,1,1,2) - The anti spacing at the start works if you know the map, I'd recommend changing this around to make it a little more readable for the first pattern. Maybe use more sliders or making the spacing more coherent so that the player can get a good understanding of the rhythm. By making this first set of anti-spaced jumps more easily read you will make these 00:01:754 (1,1,2,1,1,2,1) readable without many changes, although I would advise that you find a way to make it a little clearly to the player how the timing here works, a good way to do this is stack some of the anti jumps (eg: stack these 00:02:188 (2,1) ) but the map more understandable after the first few plays. i know what u r meaning here but i have to say that these patterns r made as reading patterns with the logic: 1/2 gap with 1/4 ds, and 1/4 gap with 1/2 ds. thou it's may be regarded as no reason patterns but i think this is just a kind of it, and i can promise that if someone try to pass this diff, he can read this pattern after 1pc or even in a sudden, while i've req lots of players testing it and these patterns works very well.
00:26:318 (1,2) - This looks like a 1/8 spaced double and can throw players pretty harshly, space it out more please, it'd help a lot. good job, i even didn't notice this. after considering a bit i decide to stack 00:26:318 (1) - at the head of 00:26:536 (1) - , maybe now i need tests further more.
00:26:428 (2,1) - I would recommend turning the 1/8 slider into a double and adding to the start of the slider (making a triple). This map has quite a lot of overlapping so it's hard enough as it is, it'd be easier if the player didn't have to differentiate between ambiguous 1/4s and 1/8s. nope for here's no overmapping, u can listen to the song carefully and all beats following the violin track here, this rhythm is fine in mapping and with the mod above, the whole pattern can be ok now imo
00:33:275 (1,2,1) - ^ same as last 2 points. same as above
00:50:667 (1,2,3,4) - I personally think that this stream just breaks tempo in the map and it feel like something you're just forcing the player to remember, it's not an issue as such but I think it'd be nicer to use some form of slider here. yeah but, ok i can agree ur opinion, thou i won't change this even MF mentioned this, "after three 1/4 streams there's a 1/6 stream exsist, remember it's not 1/4 as before" maybe like a pattern as well w.
00:51:971 (5,6,1) - Space these out so that they aren't touching at least, right now they look like they're the same speed as the stream mentioned above and it can make the section confusing. 00:51:971 (5,6) - , 00:52:732 (1,2,3) - , 00:53:602 (1,2,3) - and 00:54:472 (1,2,3) - r just same part for following same violin beats in the original song's track, so regard them as a series of same patterns in a spacial part can be good to players, which is exactly what i wanna do here.
00:52:732 (1,2,3,1,2) - ^ ^
00:53:602 (1,2,3,1,2) - ^ ^
00:54:472 (1,2,3) - ^ Especially here before these harsh jumps, I think it'd be best to actually change the last 2 notes here into a 1/4 slider to make transition into the jumps nicer. ^
01:08:710 (1,2,1,2,1,2,1,2,1) - I would like to see these jumps moved to somewhere closer to the end of 01:08:493 (4) . At the moment, they're not only hard but they're also quite odd to flow into because of this, perhaps move the entire pattern right? u've already got big jumps within 01:07:841 (1,2,3,4) - , and the jump at 01:08:493 (4,1) - or even 01:08:710 (1,2) - is following that jumping flow or become the continuing of that, that's why i set that pattern at the place of the current one. actually it can be read much more better than closed ones, if ar10 and big jumps didn't block ur way to do that.
01:10:341 (2,1) - I think this would be a clearer 1/2 if these were stacked, otherwise I personally feel like it'd be good to move them apart more. hahaha right, remember the beginning of this diff? that's similar to it indeed www
01:13:819 (2,1) - Space these more, strange to read, at this point in the map where the jumps are so hard and adrenaline is high from the other insane jumps it's kinda hard to read properly so anti jumps are probably not the best suited, but that's just me. as above and yeah i know it's really hard to read, but that's the pattern itself imo.

It's hard to say how well the jumps actually play because they're so hard for me but I do feel like a lot of them are actually really well complimented. I think the only jump I could possibly complain about is 00:22:623 (2,1,2,1) , the pattern felt awkward to me but I do honestly think it's just me so I didn't mention it in the bulk of the mod. well maybe yep, that jump can be fine imo 0.0

[extra]

To do? lol maybe~
tbh i didn't think i'll change anything in this diff whosever mods comes, but now i still changed something, really awesome www

thx for modding!
Luel Roseline
Can I make hard diff?
Asahina Momoko
!!
Topic Starter
Hollow Wings

S A V E R Y wrote:

Can I make hard diff?

sry but i wanna complete this mapset all by myself ;w;
rostld
lunatic in ctb is pretty good
Skubi
You should consider lowering the HP a little bit in Extra diff, because You make 1x100 at the start and you cant recover the hp.

Whatever you will do in the map, you cant recover the hp after doing few 100s, even at FC.
Topic Starter
Hollow Wings

CptSqBany wrote:

You should consider lowering the HP a little bit in Extra diff, because You make 1x100 at the start and you cant recover the hp.

Whatever you will do in the map, you cant recover the hp after doing few 100s, even at FC. after lots of testing plays i can say there're no issue like you stated here... you won't fail at the beginning part if you only make 1x100 or even missed a note, and if you drop few 100s before failing, i think you are not ready to play this map.
Musty
i actually managed to fail multiple times holding a 100+ combo because i had like 10x100 in a row, consider doing HP-1 or something like that would be good imo

also

00:05:558 (1,2,3,4) - what about doing that instead? http://puu.sh/llLTU/ca994e7ca2.jpg
because there is actually no sound on (2) :p i think this plays better
vitail
niceee
Topic Starter
Hollow Wings

Musty wrote:

i actually managed to fail multiple times holding a 100+ combo because i had like 10x100 in a row, consider doing HP-1 or something like that would be good imo i insist my version with the same explain above.

also

00:05:558 (1,2,3,4) - what about doing that instead? http://puu.sh/llLTU/ca994e7ca2.jpg actually your idea is good, thou just in common level. i just set those notes following the guitar track... and for the note 2 is following the main violin beat i think the current version of rhythm should be the perfect one. if you think ds between 1 and 2 is too large, i can say it's not that large for you've already hit all those high ds 1/4 jumps before with guitar track only, the jump here won't be too annoying, violin sounds appear after that, so it may plays nature if you try more times.
because there is actually no sound on (2) :p i think this plays better
thx for modding!
Lily Bread
来混个脸熟

看一下AIMOD吧
结尾怎么空了这么长
感觉音效太大声了

都只是建议而已,实际上我没什么可抱怨的
类似的地方也只说一次
[Easy]
SV0.6?
00:26:101 (2,3) - 确定要用1/2吗...

[Normal]
一开始偷懒..至少也要摆开一点吧
00:07:841 - 这个音一点也不轻,为什么宁愿丢这个也不丢 - 00:07:623 (2) - 呢
00:40:014 - 这附近听起来太奇怪了。感觉normal玩家看不出来你的节奏,还是跟主音轨听起来好一点,比如这样


[Hard]
00:50:449 (3,4) - 其它类似 - 00:46:971 (5,6) - 的地方你都隔了1拍,唯独这里是半拍,稍稍有坑人嫌疑。可以考虑把隔1拍的地方稍微拉开一点点,露半个圈出来之类的。

再往上就摸不动啦..就这些吧 good luck!
09kami
哭瞎 摸了半天没保存又要重新摸

[Death Dance]


  1. 00:06:101 (5) - 可以摆成一条直线00:05:666 (2,3,5) -
    或者把00:05:666 (2,3,5) - 角度摆成和00:05:558 (1,2,7) - 一样

  2. 00:07:732 (4,5) - 包好?


  3. 00:09:145 (3,4,5) - - 按3这个滑条的顺序来说 转度有点大吧


  4. 00:15:449 (6) - ctrl+j


  5. 00:16:427 (4) - 这个位置感觉有点怪 尝试直线?


  6. 00:23:275 (5,6,1) - 角度


  7. 00:23:928 (3,4) - 有点难看


  8. 00:28:058 (2,3,4,5,6) - 这里在EDIT很好看 AUTO里看HAO蠢


最后那段跳RANK的化应该是目前RANK向所有跳图里面最跳的把




[Extra]


这个难度是个人觉得所有EX里面最coooooooooooool的一张


  1. 00:08:710 (1) - ctrl+j 然后位置往下拉

  2. 00:50:812 (5) - 这里应该是黄白线

  3. 00:55:014 (2,1,2,3,4,1) - 人生的大起大落 应该就是指这个吧

  4. 00:43:711 (2) - 减音量或者换个音效

  5. 01:01:754 (1) - ctrl+G

  6. 01:01:971 (2) - ctrl+G

  7. 01:02:188 (1,2,1,2,1,2,1) - 这种212121的太反人类了 不过我喜欢



[Lunatic]


  1. 00:36:754 (2) - 降低音量或者换个音效

  2. 00:53:601 (1,2,3) - 这里最好是做的和00:52:732 (1,2,3) - 00:54:471 (1,2,3) - 一样 有一点角度

  3. 00:55:449 (2,3) - 换位

  4. 01:09:362 (3,4,1) - 这个角度和前面的落差太大

  5. 01:16:427 (2) - 这个点我个人觉得放在下面的做等角比较好


[Insane]


讲道理的话可以加一个滑条


  1. 01:09:145 (1) - 这里变间距的话感觉可以NC

  2. 01:22:188 (5) - NC

(BEST beatmap tiao by 2015)
ENH不会摸 爷爷 我求你个MU厚不厚
Sakaue Nachi
[Death Dance]
00:45:232 (1,1) - 没叠好
其他太神看不懂。。。

[Extra]
00:32:189 (4) - 感觉不太友好
00:35:232 (2,3,4,5,1,2,3) - 这段音效突然消失感觉有点怪,可以试下在00:35:449 (3) - 这些尾部加点whis,后面同理
00:50:232 (3,6) - 不叠下吗强迫症
01:07:841 (1) - 折返跟那个明显的音好点感觉,后面同理

[Lunatic]
01:12:406 (3,1) - 强迫症叠好

[Insane]
看了开头以为总算正常向点,然后看完发现全是圈,nb。。

[Hard]
个人认为有比较多的空拍第一次打都会比较迷茫难抓节奏,感觉这些都不太明显要下的空拍

[Normal]
00:52:188 (1) - 感觉低难度不太合适

[Easy]
没什么
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