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F-777 - Airborne Robots [CatchTheBeat]

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Topic Starter
JBHyperion
This beatmap was submitted using in-game submission on 21 November 2016 at 20:50:31

Artist: F-777
Title: Airborne Robots
Source: Geometry Dash Meltdown
Tags: Jesse Valentine Ludicrous Speed instrumental breakbeat electronic
BPM: 200
Filesize: 6650kb
Play Time: 02:41
Difficulties Available:
  1. Cup (1.5 stars, 224 notes)
  2. Hyperdimension Flying Object (5.92 stars, 1003 notes)
  3. Platter (3.4 stars, 564 notes)
  4. Rain (4.45 stars, 839 notes)
  5. Salad (2.23 stars, 352 notes)
Download: F-777 - Airborne Robots
Information: Scores/Beatmap Listing
---------------
6th ranked (:

- - Magic Bomb -
- -Sh1n1-

[WHAT'S THIS?]
Electronic / Breakbeat - F-777 / Jesse Valentine
Geometry Dash Meltdown Official Soundtrack (2015)

[CURRENT STATUS]
Cup by me - 100%
Salad by me - 100%
Platter by me - 100%
Rain by me - 100%
Hyperdimension Flying Object by me - 100%

[CHANGELOG]
19/02/16 - Submitted map with Overdose difficulty - no hitsounds
29/03/16 - Updated with Cup and Salad diffs - 100% and 15% complete respectively - no hitsounds
30/03/16 - Updated Salad to 100% (no hitsounds) and uploaded Platter - 15%
07/04/16 - Updated Platter to 80%
13/04/16 - Updated Platter to 100% (no hitsounds) and uploaded Rain - 35%
02/06/16 - Updated Rain to 80%, minor fixes in Platter and Overdose
05/06/16 - Updated Rain to 100%, redownload for custom hitsounds

05/06/16 - Applied mod from RoseusJaeger
25/06/16 - Applied mods from MMBan and Myle
28/07/16 - Applied mod from Tenshichan
29/07/16 - Applied mod from MickeyTran
11/10/16 - Applied mod from WildOne94
17/10/16 - Applied mod by Absolute Zero
18/10/16 - Applied mod by Withered Lotus
02/11/16 - Applied mod by - Magic Bomb -
07/11/16 - Applied mod by Sc4v4ng3r
13/11/16 - Bubbled by - Magic Bomb -
15/11/16 - Applied mod by Ascendance
21/11/16 - Applied mod by -Sh1n1-

Riari
first
BoberOfDarkness
2nd
Absolute Zero
Remap change combo colors

Kudosu pls
SYAHME
Full spread, yeah.
DeletedUser_6709840
The worst very light mod incoming. Modding because I felt bad such a good map had no mods. -Prepares for rejections-
General
Metadata looks good.

Cup
00:56:520 (3) – The curve this creates while playing doesn't look good in my opinion. Matches song rhythm though.
Platter
Oh yay, PP for me when ranked. Feels like a Rain diff but it could be worse.
00:23:820 (4,1) - I guess this is a decent jump but it's really hard to catch for some reason.
00:45:420 (3,1) - ^ and then it turns into a hell map me about this point on.
01:27:420 (3,1) - ^

Good luck with your map.
Topic Starter
JBHyperion

RoseusJaeger wrote:

The worst very light mod incoming. Modding because I felt bad such a good map had no mods. -Prepares for rejections-
I don't usually start to look for mods until I can move to Pening (Rain + hitsounds were unfinished) but I appreciate the suggestions all the same!
General
Metadata looks good.

Cup
00:56:520 (3) – The curve this creates while playing doesn't look good in my opinion. Matches song rhythm though. Rotated 90 degrees clockwise to avoid the antiflow
Platter
Oh yay, PP for me when ranked. Feels like a Rain diff but it could be worse. Yeah, all these diffs are a little harder than the "average" due to the high BPM. I'll see how things go, but I'm hoping the spread is reasonably balanced
00:23:820 (4,1) - I guess this is a decent jump but it's really hard to catch for some reason. Moved 00:23:520 (3,4) - closer together so you don't have to dash into the hdash quite as much
00:45:420 (3,1) - ^ and then it turns into a hell map me about this point on. Made the hyper slightly weaker, shouldn't be so hard to overshoot now
01:27:420 (3,1) - ^ Reduced 01:26:970 (2,3) - a little bit so the return hdash is more comfortable

Good luck with your map.
Thanks for the mod!


Spread is complete and hitsounds added so it's go time! :D
MMBan
Not in home but in friend pc. Can't put stuff but things i have noticed.. with distance.. and weird holes/gaps/however you call it
__________
Cup
No issues with distance. Map passable without an single dash button.. not including spinners ofc if going for score (Put gachiGASM here)
__________
Salad
00:09:420 (5) - Distance too big to next slider i guess..
00:23:820 (5) - Suggestion to short this Jump a little bit. Suggesting distance 2.22x to next slider.
00:50:220 (2) - 00:50:520 (1) - Not sure if jump fits here..
01:04:920 (1) - Not sure if New players will be able to react at time to catch it. Might not use dash button at time Plus after this pattern might not catch slider at 01:05:970 (1) - Unsure what to suggest here.
01:07:320 (1) - Reduce it distance. Jump is no need here i guess.. Plus its really easy to miss without dash.
01:37:320 (1) Distance 2,21x fits better for this jump. Just my guess.
02:04:920 (1,2,3,4) - This might be difficult to read for some new players. I don't know what to suggest here. Maybe short distance to each circle?
02:13:920 (3) - Uwaaah! Distance! To left! Entire pattern to next slider is too difficult for salad player i guess.
02:23:520 (3) - 2,25x distance.

There might be other issues that i may not notice..
_____
Platter
General:
Tribles might cause a lot misses! From 00:48:120 - to 01:24:045 is hardest part of the map in my guess.. I guess there might be a lot changes if some other mods put their noses there.

00:27:120 (2,3,4) - This might be difficult to catch and might cause miss on slider after hdash
00:46:470 - 00:46:770 - Suggestion to this stream here. This how it would looks like in game. Removing weird holes. Unless planning doing spaced ones (Put Kappa here)
00:50:220 (8) - Pixel jump for my guess. Always missing this slider.
01:04:170 (3,4,5) - Very easy to miss at least once circle here. I don't know what to suggest something.. maybe redone pattern using circles only?

Rest seem ok for me.

______
Rain metalic storm

General : Too high AR for rain. Change to 9.1 or 9.... and too much double hdashes.

00:17:820 (10,11,12) - Always miss.. please no patterns like this.. 1,6x is ok
00:56:970 - 00:57:420 - This pattern have holes to each other. Check distance to each other.
01:01:770 (3) - Very delicate to right to fit to this micro stream
01:07:770 - 01:08:070 - Same problem like x2^
01:10:170 - 01:10:470 - ^
01:13:770 - 01:14:070 - ^
01:14:970 - 01:15:270 - ^
01:35:820 (4,5,6,7) - Distance issue a little here.
02:19:470 - 02:20:070 - There are small holes that need to be patched (Put Kappa here)
02:29:370 - 02:29:670 - Guess.. Once again. Bit slider (2) causes this
02:33:045 (5,6) - This gap should be here?
02:38:295 (3) - Not fan of sliders like this. Anti SS :s

Idk if it helps
________
HFO i mean.. that 6.1* map

I'll just point gaps i had noticed. I can't help here ;s

00:52:170 - 00:52:470 - Tiny one here from slider (3) to circle (4). Might cause move those next circles closer to.
00:57:120 - 00:57:345 - This spacing should be here?
01:02:970 - 01:03:270 - Another tiny hole here. Circle 4 bit close 1/4 slider.. then next circles to ;s

There are other same gaps on some other patterns too.. but i can't point them all.. But important one like on
01:21:870 - 01:22:170 - this one.. ;s
01:23:070 - 01:23:370 - Here
Ugh.. too much. Can't help with .. its Deluge?
_______

Well. Not sure if those should be touched or not... and not sure if would do m4m.. asking.. well curiously.
Gl..
Lacrima
Yo, let's done with this already~
[General]
  1. This bg looks not too BOOTIFUL for me, want to try this one? http://puu.sh/pss1h/6cd460bac2.jpg
  2. Diff spread. Be careful with some diffs, it might be hard to rank them because of your mapping style and high bpm, btw it's still nice, just a little bit harder than usual mapsets ;)
  3. I don't look on other mods, so be prepared for repeating previous denied/applied suggestions in this mod o/
lol srsly? no issues in cup for meh, that's weird for me, or you're too good?

[Salad]
  1. 00:23:820 (5,1) - Wow wow, are you sure about this strong dash? Might be a little confusing for a newer players
  2. 00:59:520 (2) - I think you should make something with that like CTRL G or something, plays awkward
  3. 01:31:020 (4,1) - Hm it plays well but looks a little bit hard and may confuse newer players, too, what about to reduce the distance a little bit?
  4. 01:35:820 (4,1) - ^
  5. 01:40:620 (4,1) - ^ well you can make something else here you know cx
  6. 02:13:920 (3,4,1,2,3,4) - Wow wow, it's really hard, because of the movements! Considering reducing the distance, or re-making this pattern, I think it would be so hard to fc this for newer players! Btw, this one 02:19:320 (1,2,3,4) pattern idea plays nice, because it's smaller than the previous one. Just a fact, I think :)
[Platter]
  1. 00:18:620 (6,7) - Ahem, I think I can count this as a pixeljump in platter, why not reducing/increasing the distance? This 1/3 jump have the same distance as 1/2 jump here 00:19:320 (1,2) !
  2. 00:42:120 (1,2) - Something is wrond with this pattern.. Try to reduce the distance, or you can make 2nd slider less curved.
  3. 00:51:420 (6,1,2,3,4,5,6,7) - Well this pattern is actually pretty hard you know, but still playable, just some minds. AAH IT'S OCEANUS STREAM PATTERN <33
  4. 00:54:120 (1,2) - Ahem, pretty hard y'know, I think you should reduce the distance here a little bit
  5. 01:01:770 (3,4,5) - Nuu, kinda disappointing pattern, please, make something better, it looks too bad, JBH pls I know you could make this better :c
  6. 02:37:020 (3,1) - Well.. Reduce the distance a little bit?
[Rain]
  1. 00:16:920 (1,2,3,4,5,6,7,8,9,10,11,12) - Are you serious about this pattern? It's too hard for the rain difficulty, please, remap this pattern.
  2. 01:16:545 (8,9) - Please, remove this aslmot pixeljump okay?
    well nice rain, can't see other issues
[Hyperdimension Flying Object]
  1. 00:46:920 (1,1,1,1) - Wow wow wow wow, I'm completely not sure about these sliders, maybe you can make some streams instead?...
  2. 01:23:970 (9,1) - It's too hard, even for overdose. I mean the whole patterns in this part, try to make it easier bt reducing the distance here..
  3. Please, check other patterns like above and try to remake them, there's a lot of them, this one is just an example.
    well overdose is done nice, too, can't find many issues.
Topic Starter
JBHyperion

MMBan wrote:

Not in home but in friend pc. Can't put stuff but things i have noticed.. with distance.. and weird holes/gaps/however you call it
__________
Cup
No issues with distance. Map passable without an single dash button.. not including spinners ofc if going for score (Put gachiGASM here)
__________
Salad
00:09:420 (5) - Distance too big to next slider i guess.. Reduced slightly
00:23:820 (5) - Suggestion to short this Jump a little bit. Suggesting distance 2.22x to next slider. Reduced
00:50:220 (2) - 00:50:520 (1) - Not sure if jump fits here.. I think it should, there's a really strong synth sound there to justify it
01:04:920 (1) - Not sure if New players will be able to react at time to catch it. Might not use dash button at time Plus after this pattern might not catch slider at 01:05:970 (1) - Unsure what to suggest here. Moved 01:04:920 (1,2,3,4,5) left a little, should be more comfortable now
01:07:320 (1) - Reduce it distance. Jump is no need here i guess.. Plus its really easy to miss without dash. Done
01:37:320 (1) Distance 2,21x fits better for this jump. Just my guess. I want a little bigger jump here to emphasize the midpoint of the kiai with that huge whoosh hitsound
02:04:920 (1,2,3,4) - This might be difficult to read for some new players. I don't know what to suggest here. Maybe short distance to each circle? Moved 02:04:920 (1,2) right slightly
02:13:920 (3) - Uwaaah! Distance! To left! Entire pattern to next slider is too difficult for salad player i guess. Reduced some distances here
02:23:520 (3) - 2,25x distance. Fixed

There might be other issues that i may not notice..
_____
Platter
General:
Tribles might cause a lot misses! From 00:48:120 - to 01:24:045 is hardest part of the map in my guess.. I guess there might be a lot changes if some other mods put their noses there. Platters are equivalent "Hard" diffs and are allowed to be "Hard" in my opinion. If people suggest to nerf the kiai, I'll consider it, but I can't leave too much of a gap to the Rain

00:27:120 (2,3,4) - This might be difficult to catch and might cause miss on slider after hdash Moved (3) left a little
00:46:470 - 00:46:770 - Suggestion to this stream here. This how it would looks like in game. Removing weird holes. Unless planning doing spaced ones (Put Kappa here) Planned to be spaced, but looks better without, so removed the hole between 00:46:545 (4,5)
00:50:220 (8) - Pixel jump for my guess. Always missing this slider. Moved it to the left slightly, keeping the hdash afterwards
01:04:170 (3,4,5) - Very easy to miss at least once circle here. I don't know what to suggest something.. maybe redone pattern using circles only? I think this is fine, it basically plays just like a regular curved stream anyway

Rest seem ok for me.

______
Rain metalic storm

General : Too high AR for rain. Change to 9.1 or 9.... and too much double hdashes. I have to use a slightly higher AR to make 1/4 and 1/6 patterns readable at 200 BPM lol

00:17:820 (10,11,12) - Always miss.. please no patterns like this.. 1,6x is ok Agreed, I found this a bit excessive too but wasn't sure if it was just me. Fixed
00:56:970 - 00:57:420 - This pattern have holes to each other. Check distance to each other. 00:56:895 (4,5) is an intended jump, all other objects follow a reasonable streaming pattern
01:01:770 (3) - Very delicate to right to fit to this micro stream
01:07:770 - 01:08:070 - Same problem like x2^ I reduced a few spacings slightly, but I honestly feel this plays fine already - same for points below
01:10:170 - 01:10:470 - ^
01:13:770 - 01:14:070 - ^
01:14:970 - 01:15:270 - ^
01:35:820 (4,5,6,7) - Distance issue a little here. Moved them a bit closer together
02:19:470 - 02:20:070 - There are small holes that need to be patched (Put Kappa here) Reduced a little, though this was an intentional slider stream
02:29:370 - 02:29:670 - Guess.. Once again. Bit slider (2) causes this Intentional parallel slider stream jump, this is fine for me
02:33:045 (5,6) - This gap should be here? Removed and made a more flwoing stream
02:38:295 (3) - Not fan of sliders like this. Anti SS :s It's just one droplet on a 1/2 slider, I don't see a problem here

Idk if it helps
________
HFO i mean.. that 6.1* map

I'll just point gaps i had noticed. I can't help here ;s

00:52:170 - 00:52:470 - Tiny one here from slider (3) to circle (4). Might cause move those next circles closer to.
00:57:120 - 00:57:345 - This spacing should be here?
01:02:970 - 01:03:270 - Another tiny hole here. Circle 4 bit close 1/4 slider.. then next circles to ;s

There are other same gaps on some other patterns too.. but i can't point them all.. But important one like on
01:21:870 - 01:22:170 - this one.. ;s
01:23:070 - 01:23:370 - Here

All of these are intentional dashed stream patterns and stream jumps - I don't think any of them are particularly unforgiving or ugly so I'll keep the current patterns

Ugh.. too much. Can't help with .. its Deluge?
_______

Well. Not sure if those should be touched or not... and not sure if would do m4m.. asking.. well curiously.
Gl..

Myle wrote:

Yo, let's done with this already~
[General]
  1. This bg looks not too BOOTIFUL for me, want to try this one? http://puu.sh/pss1h/6cd460bac2.jpg Current BG with the squares is more fitting of the Geometry Dash theme imo, I like it
  2. Diff spread. Be careful with some diffs, it might be hard to rank them because of your mapping style and high bpm, btw it's still nice, just a little bit harder than usual mapsets ;) I don't mind if things are hard to rank, I like a good challenge lol. I'll try and explain my choices to anyone who asks and if anyone is really unhappy with anything or I can't explain myself then I'll change it, but I'd like to try getting this ranked in a similar format to the current difficulty spread
  3. I don't look on other mods, so be prepared for repeating previous denied/applied suggestions in this mod o/
lol srsly? no issues in cup for meh, that's weird for me, or you're too good?

[Salad]
  1. 00:23:820 (5,1) - Wow wow, are you sure about this strong dash? Might be a little confusing for a newer players Ya, reduced in previous mod
  2. 00:59:520 (2) - I think you should make something with that like CTRL G or something, plays awkward Yeah, flipped this around
  3. 01:31:020 (4,1) - Hm it plays well but looks a little bit hard and may confuse newer players, too, what about to reduce the distance a little bit? Moved 01:31:170 (1,2) left a little
  4. 01:35:820 (4,1) - ^ ^ right
  5. 01:40:620 (4,1) - ^ well you can make something else here you know cx ^ it's fine, the rhythm is the same so I'm just creating variety in flow
  6. 02:13:920 (3,4,1,2,3,4) - Wow wow, it's really hard, because of the movements! Considering reducing the distance, or re-making this pattern, I think it would be so hard to fc this for newer players! Btw, this one 02:19:320 (1,2,3,4) pattern idea plays nice, because it's smaller than the previous one. Just a fact, I think :) Reduced in the previous, but also found a better way to make this more comfortable so did that too xD
[Platter]
  1. 00:18:620 (6,7) - Ahem, I think I can count this as a pixeljump in platter, why not reducing/increasing the distance? This 1/3 jump have the same distance as 1/2 jump here 00:19:320 (1,2) ! Reduced distance slightly
  2. 00:42:120 (1,2) - Something is wrond with this pattern.. Try to reduce the distance, or you can make 2nd slider less curved. Reduced a little for the antiflow
  3. 00:51:420 (6,1,2,3,4,5,6,7) - Well this pattern is actually pretty hard you know, but still playable, just some minds. AAH IT'S OCEANUS STREAM PATTERN <33 I nerfed the spacings here quite a bit to make up for the tricky flow, I think it should be okay since there are no strong dashes required here that could lead to overshooting
  4. 00:54:120 (1,2) - Ahem, pretty hard y'know, I think you should reduce the distance here a little bit Done
  5. 01:01:770 (3,4,5) - Nuu, kinda disappointing pattern, please, make something better, it looks too bad, JBH pls I know you could make this better :c Made a repeat slider stack since I hadn't used any of them elsewhere, maybe it's better now? idk
  6. 02:37:020 (3,1) - Well.. Reduce the distance a little bit? Done
[Rain]
  1. 00:16:920 (1,2,3,4,5,6,7,8,9,10,11,12) - Are you serious about this pattern? It's too hard for the rain difficulty, please, remap this pattern. I disagree, it's mostly walkable and easy to read as triplet groups with only a dash needed to 00:18:120 (1) at the end. I am serious about every pattern in every difficulty I map unless explicitly stated otherwise
  2. 01:16:545 (8,9) - Please, remove this aslmot pixeljump okay? I found this fine, but I decided to move 01:16:395 (6,7,8) right a little anyway to make this more comfortable for others
    well nice rain, can't see other issues
[Hyperdimension Flying Object]
  1. 00:46:920 (1,1,1,1) - Wow wow wow wow, I'm completely not sure about these sliders, maybe you can make some streams instead?... Is 00:09:720 - 00:19:320 - not enough streams for you? xD This pattern challenges precision and builds up to the first kiai, so a challenging and intense pattern is called for. I like how it plays but I could make it more flowy if absolutely necessary
  2. 01:23:970 (9,1) - It's too hard, even for overdose. I mean the whole patterns in this part, try to make it easier bt reducing the distance here.. I actually find this to be one of the easier jumps in this pattern since you can just hold dash lol
  3. Please, check other patterns like above and try to remake them, there's a lot of them, this one is just an example. Fixed as many strong hyper -> antiflow patterns in the kiai as I could find
    well overdose is done nice, too, can't find many issues.
Thanks for the mods guys! (:
Ascendance
from #ctb

remap please
Topic Starter
JBHyperion

Ascendance wrote:

from #ctb

remap please
All done in my own way, can I call you back for a recheck?
Ascendance
....................................................................................................................................................................................................................................

logs
2016-06-28 19:08 Ascendance: kill yourself
Bunnrei
ascndanc i thnik u hav a screw loos e
Tenshichan
[Platter]

00:00:570 - Why make no fruit here? I know its the beginning, but it fits here
00:00:870 - ^
00:09:120 (3,4) - try http://puu.sh/qe3MV/885a2b3b8e.jpg good for the hdash
00:32:220 (4) - x:152 and
00:32:370 (1) - Curve like http://puu.sh/qe4qs/9033ce7d33.jpg to catch it better after hdash
00:35:520 (3,1) - Feels like there shouldnt be a hdash here, rough example on how I would do it (needs adjustment): http://puu.sh/qe4Gu/355e20f02f.jpg
00:46:845 - missing fruit before the spin?
00:49:770 (3,4,5,6,7) - This looks kind of ugly when playing, maybe you can make it like 00:54:570 (3,4,5,6,7) -
01:00:720 (3,4,5) - bigger gaps 1,87x
01:04:320 (4) - x:420 blaze it and this looks better
01:05:370 (2) - Please bigger distance at least x:236
01:23:370 (3) - x:256
02:00:420 (2) - I like it more to face the other direction
02:01:920 (3) - ^
02:10:020 (2) - x:288
02:19:620 (2) - x:216
02:29:370 (2,6) - put on x:348 like 02:29:520 (4) - to be consistent

[Rain]

00:03:720 (1,2) - I think its better here to remove the repeat and instead make 00:04:170 (2) - a slider
00:08:520 (1,2) - ^
00:12:020 (12,1) - Increase the distance here like you did between the first streams to intensify the beat
00:16:820 (12,1) - ^
00:31:020 (4) - at least x:180 for bigger distance
00:48:420 (2) - why make it straight and not like 00:48:120 (1) - ?
00:50:820 (2,3,4) - too weak. I'd put 00:50:970 (3) - in x:276
00:58:020 (2) - Slider end at least x:123
01:06:570 (5,6,7) - This is odd to play, 01:06:795 (6) - x:176, 01:06:870 (7) - x:136 better
01:17:820 (8,9) - Better flow: 01:17:820 (8) - x:216, 01:18:045 (9) - x:100
01:25:320 (1,2,3,1,2,3,1) - ok. This is gooooold.
01:31:770 (3,4,5,6,7) - This >could< look more aesthetic on the playfield if it matters to you, just place them like 02:25:770 (2,3,4,5,6) -
02:04:920 (1) - at least x:176 to make the timing more lenient here
02:34:920 (1,2,3,1,2,3,1,2,3,4) - gooooooold I tell u

[Hyperdimension Flying Object]

00:10:870 (12,1) - Make a gap here like the other streams to emphasize the new beat?
00:12:070 (12,1) - ^
00:46:320 (1,2,3,4,1,2,3,4) - so steep all of a sudden, I'd design it more like 00:45:720 (1,2,3,4,1,2,3,4) - only a bit more steep than them
00:58:770 (6,1) - Is this intended to have no hdash? Because I think it needs one, if I put 00:58:920 (1) - on x:280 it plays really well!
01:06:795 (5,6,7,8,1) - This is a very frustrating jump pattern, I tested this dozens of times and only caught it very few times, because of the harsh timing. I'd highly suggest to tweek the difficulty for this one
01:17:370 (4) - NotLikeThis please move it closer to 3 :( (I put in x:392)
01:22:920 (1) - Reduce the distance, move to x:60 to soften this awkward movement here
01:24:120 (1) - not sure about this one; but the jump onto this slider is very snappy, maybe make it not completely horizontal or so. It is not that severe only a small detail.
01:34:770 (10,1,2,3) - This is almost the same as 01:06:795 (5,6,7,8,1) - BUT here you go with the direction into the hypers and not against it, which makes a major difference. Maybe you can implement it like this into 01:06:795 (5,6,7,8,1) - as well because this actually plays well!
01:43:545 (2) - Like x:176 is better for this :D
02:24:120 (1,2,3,4,1,2,3,4) - wew - I think it's time to sort out the men from the boys. But seriously, this is hardcore :D I like these jumps and the pattern! But they are easily missable too. Don't change it yet, wait for more opinion.
02:31:920 (7,8,9) - 02:31:920 (7) - x:380, 02:31:995 (8) - x:432, 02:32:070 (9) - x:380 < try this, plays about the same but looks a bit better

Sorry but I skip Cup & Salad because mostly these diffs are all about aesthetic or rhythm and with experienced mappers there rarely go things wrong.
Anyway, I hope this mod will be helpful, I really like this mapset! Good luck! 8-)
Topic Starter
JBHyperion

Tenshichan wrote:

[Platter]

00:00:570 - Why make no fruit here? I know its the beginning, but it fits here Yeah, mapped it in the next measure so makes no sense to skip it here
00:00:870 - ^ Skipped this because I want to give more emphasis to the following and create a gradual buildup. Skipped at 00:03:120 (3) - also
00:09:120 (3,4) - try http://puu.sh/qe3MV/885a2b3b8e.jpg good for the hdash Creates an awkward antiflow which is unrankable when combined with hypers in Platter
00:32:220 (4) - x:152 and
00:32:370 (1) - Curve like http://puu.sh/qe4qs/9033ce7d33.jpg to catch it better after hdash Added the curve, but kept (4)'s placement to avoid a double dash
00:35:520 (3,1) - Feels like there shouldnt be a hdash here, rough example on how I would do it (needs adjustment): http://puu.sh/qe4Gu/355e20f02f.jpg Found a way, done for consistency with 00:26:220 (5,1)
00:46:845 - missing fruit before the spin? I have to leave at least 1/2 a bar spacing between note+spinner for readability's sake, any less is unrankable
00:49:770 (3,4,5,6,7) - This looks kind of ugly when playing, maybe you can make it like 00:54:570 (3,4,5,6,7) - Sure, did something similar
01:00:720 (3,4,5) - bigger gaps 1,87x Done
01:04:320 (4) - x:420 blaze it and this looks better Ayyy
01:05:370 (2) - Please bigger distance at least x:236 No dash is intended here to offset the difficulty of 01:05:820 (4,1,2,3,4)
01:23:370 (3) - x:256 Double dash here would feel kinda troll for the player I think
02:00:420 (2) - I like it more to face the other direction Had to play around with some stuff here, but tried my best!
02:01:920 (3) - ^ Done
02:10:020 (2) - x:288 Yeah this is really strong, done
02:19:620 (2) - x:216 ^
02:29:370 (2,6) - put on x:348 like 02:29:520 (4) - to be consistent Stream is intended to turn slightly here for aesthetic variety

[Rain]

00:03:720 (1,2) - I think its better here to remove the repeat and instead make 00:04:170 (2) - a slider Tail isn't especially strong so I feel this is viable and provides a nice rhythm variety
00:08:520 (1,2) - ^ ^
00:12:020 (12,1) - Increase the distance here like you did between the first streams to intensify the beat Intensity decreases here, so does the spacing
00:16:820 (12,1) - ^ ^
00:31:020 (4) - at least x:180 for bigger distance Done
00:48:420 (2) - why make it straight and not like 00:48:120 (1) - ? Fixed, flows better now
00:50:820 (2,3,4) - too weak. I'd put 00:50:970 (3) - in x:276 Moved (2) left instead, but same effect
00:58:020 (2) - Slider end at least x:123 Done
01:06:570 (5,6,7) - This is odd to play, 01:06:795 (6) - x:176, 01:06:870 (7) - x:136 better Done
01:17:820 (8,9) - Better flow: 01:17:820 (8) - x:216, 01:18:045 (9) - x:100 Made hyper
01:25:320 (1,2,3,1,2,3,1) - ok. This is gooooold. /o/
01:31:770 (3,4,5,6,7) - This >could< look more aesthetic on the playfield if it matters to you, just place them like 02:25:770 (2,3,4,5,6) - Done
02:04:920 (1) - at least x:176 to make the timing more lenient here Sure
02:34:920 (1,2,3,1,2,3,1,2,3,4) - gooooooold I tell u \o\ \o/ /o/

[Hyperdimension Flying Object]

00:10:870 (12,1) - Make a gap here like the other streams to emphasize the new beat? I'm mapping jumps to the high pitch sounds only to give them more emphasis
00:12:070 (12,1) - ^ ^
00:46:320 (1,2,3,4,1,2,3,4) - so steep all of a sudden, I'd design it more like 00:45:720 (1,2,3,4,1,2,3,4) - only a bit more steep than them Done
00:58:770 (6,1) - Is this intended to have no hdash? Because I think it needs one, if I put 00:58:920 (1) - on x:280 it plays really well! No hdash is intended to avoid this section being too chaotic, so I only mapped hdash to snares and high pitched synth - consistency with 00:49:170 (6,1) - etc.
01:06:795 (5,6,7,8,1) - This is a very frustrating jump pattern, I tested this dozens of times and only caught it very few times, because of the harsh timing. I'd highly suggest to tweek the difficulty for this one Moved 01:07:020 (7) left considerably, keeping hdash pattern but should be much more balanced and comfortable now
01:17:370 (4) - NotLikeThis please move it closer to 3 :( (I put in x:392) What was this guy doing out there? xD Fixed
01:22:920 (1) - Reduce the distance, move to x:60 to soften this awkward movement here Fixed same way as above
01:24:120 (1) - not sure about this one; but the jump onto this slider is very snappy, maybe make it not completely horizontal or so. It is not that severe only a small detail. Made more vertical and reduced hyper strength considerably
01:34:770 (10,1,2,3) - This is almost the same as 01:06:795 (5,6,7,8,1) - BUT here you go with the direction into the hypers and not against it, which makes a major difference. Maybe you can implement it like this into 01:06:795 (5,6,7,8,1) - as well because this actually plays well! This is a totally different piece of music though xD Will see if the current change is an improvement before changing that bit further
01:43:545 (2) - Like x:176 is better for this :D Sure
02:24:120 (1,2,3,4,1,2,3,4) - wew - I think it's time to sort out the men from the boys. But seriously, this is hardcore :D I like these jumps and the pattern! But they are easily missable too. Don't change it yet, wait for more opinion. 02:25:020 (3) was too close to the wall making the hdash uncomfortable so I reduced that a little, but yeah, would love to keep this (:
02:31:920 (7,8,9) - 02:31:920 (7) - x:380, 02:31:995 (8) - x:432, 02:32:070 (9) - x:380 < try this, plays about the same but looks a bit better Done

Sorry but I skip Cup & Salad because mostly these diffs are all about aesthetic or rhythm and with experienced mappers there rarely go things wrong.
Anyway, I hope this mod will be helpful, I really like this mapset! Good luck! 8-)
Thanks for the mod, and welcome back!
MickeyTran
Hey JBH, just wanted to give some free improvements on Rain. My suggestions wouldn't be useful since you are pro at mapping, but I thought it would help out more if I just gave them out anyway.

Rain
Some of what i feel about Rain is a bit too challenging. However, this map is really cool! I love a good challenge :)

  • 01:04:170 (3,4,5,6,7) - I don't know but this stream feels a little bit too curvy and difficult, maybe try to make 01:04:245 (4,6) - a little bit closer?.
    01:07:320 (1) - Probably make this a vertical slider so it can give us support from fatigue or too much concentration.
    01:10:920 (1) - ^
    02:05:520 (4,5) - Making these 2 vertical sliders for these parts would be helpful for other players too I guess, but you would probably have to move 02:05:520 (4) - a bit to the right for H-dash
    02:22:170 (3,4,5,6,7,8,1,2,3,4,5) - I feel like these parts are way too challenging to play and also due to more hyperdashes and more upcomming. In my opinion however, 02:22:920 (1,2,3,4,5,6,7) - makes it the most difficult to fc the map. Since it's not in kiai mode, I would consider making the patterns a bit easier because it's a little bit too stressful for us Rain players.
I think that's probably it. I decided to mod this map because I felt like this Rain difficulty is harder than a lot of rain's I played. I thought it would be nicer to make it easier for other players to enjoy this map and the music more. :D Hope that's helpful!
Topic Starter
JBHyperion

MickeyTran wrote:

Hey JBH, just wanted to give some free improvements on Rain. My suggestions wouldn't be useful since you are pro at mapping, but I thought it would help out more if I just gave them out anyway.

Rain
Some of what i feel about Rain is a bit too challenging. However, this map is really cool! I love a good challenge :)

  • 01:04:170 (3,4,5,6,7) - I don't know but this stream feels a little bit too curvy and difficult, maybe try to make 01:04:245 (4,6) - a little bit closer?. Sure, moved them each a few grid spaces closer
    01:07:320 (1) - Probably make this a vertical slider so it can give us support from fatigue or too much concentration. I feel this would be too jarring after the hdash, movement here improves the flow for me, though I did make 01:06:870 (7,8,9) less strong which might help a little
    01:10:920 (1) - ^ Done
    02:05:520 (4,5) - Making these 2 vertical sliders for these parts would be helpful for other players too I guess, but you would probably have to move 02:05:520 (4) - a bit to the right for H-dash Vertical sliders really takes away a lot of emphasis here for the buildup in my opinion, I prefer them angled
    02:22:170 (3,4,5,6,7,8,1,2,3,4,5) - I feel like these parts are way too challenging to play and also due to more hyperdashes and more upcomming. In my opinion however, 02:22:920 (1,2,3,4,5,6,7) - makes it the most difficult to fc the map. Since it's not in kiai mode, I would consider making the patterns a bit easier because it's a little bit too stressful for us Rain players. Removed a couple of direction changes here to hopefully make the flow more simple
I think that's probably it. I decided to mod this map because I felt like this Rain difficulty is harder than a lot of rain's I played. I thought it would be nicer to make it easier for other players to enjoy this map and the music more. :D Hope that's helpful!
Thanks for the mod! I agree this is harder than your average Rain, but I feel it kinda has to be or the gap between Rain and Overdose will be too high, which will also put players off. I've been gradually decreasing difficulty on that a little though, so a few tweaks here is totally fine too.
Daisycutter
Very very small mod, but on HFO, the hitsounds get really quiet all of a sudden at 00:38:500 from the end of slider 1 to the end of slider 3.

Not sure if this is intended or not, but I hope this helps a little bit
WildOne94
Yoooo
It was either a nm or a m4m from Soleil which was long ago.

General
This is just my opinion but the last kiai in the beatmap is not really something that's intense to have here. I would remove if it were me but your choice.

Cup
00:40:920 (1,2) - I thought around here the reverse sliders felt a bit too repetitive in direction so perhaps Ctrl + G one of the 2 notes here and reposition ?

01:12:420 (2) - This is only a little suggestion but perhaps just slant up the tiniest bit to the left since I thought compared to previous reverses this one felt like it stopped me more.

01:16:920 (1) - Little suggestion too. There is really nothing wrong with this slider but I just thought the vertical slider made the 3rd kiai feel a little dull as it does not give that UMPH! I think slanted would be better but ofc this is only little.

01:25:320 - Just thought that the spinner should end here or maybe a single note here because it either felt like the spinner didn't finish on the right note or it just needed an ending note into the small break. (Would suggest the note adding more so you can stay consistent with other diffs).

02:00:120 (2,3,4,5) - Again nothing really wrong but this gave me a little OCD that the notes were not evenly spaced. It made a weird pattern to me when catching in different position that they were in.

02:20:520 (1) - Just imo I think that you don't want too many of these opposite direction sliders in the same place to not be overly hard for beginners. Perhaps Ctrl + G this one ?

Really nice cup to play!

Salad
00:08:220 (2) - Shouldn't this be the same as 00:05:820 (2) - ? Seems weird having one different pattern on it's own when it should stay consistent imo.

00:54:720 (2,3,4) - Although in editor this looks fine. It does play a little differently when I came to test it due to the weird spacing. would suggest making all the spacing even like this.


01:01:920 (2,3,4) - ^

01:12:720 (2,3) - Surprisingly I actually missed here only because (2) was vertical and was unexpected. I would at least match it's slant to (3) so the player has a little bit of movement.

01:17:520 (3,3) - I had to say I love these reverse sliders that change slant with the music <3 Very cool :D. Will keep this in mind for my mapping too.

01:29:520 (1,2) - Would be nice for a jump here. Could move (2) to x:200 just for a little one. Maybe curve the slider a bit more too perhaps to glide with the music holding sound ? Will also help to get next note more easier then if you move it.

01:34:320 (1,2) - ^ although curve seems fine.

01:35:970 (1) - Imo I thought this pattern looked a little weird and uncomfy for my liking. I would say Ctrl + G or change around a bit differently.

02:00:720 (5,6) - Same slant reason as before but I didn't miss this time hue hue.

02:15:420 (4,1) - Imo I thought the jump here should be a little bigger. I can just about walk it and it feels like it needs more of a dash for the intensity.

02:24:120 (1,2,3,4) - Although fine in in shape and slant I just thought these were a little close together. Try (1) on x:388. (2) on x:296. (3) on x:392 and finally (4) on x:300.

02:37:320 (1,2,3) - Ehhh I didn't really feel much of an intense ending from this vertical pattern. It would be cool If you had something like this.
http://puu.sh/rAOMP/f1bc8b70c9.jpg

Platter
I get that this is meant to be a harder platter but before the first kiai I feel as if there are way too many hypers for a platter even at this level. I would have used dashes instead for the intro with maybe 1 or 2 hypers only for the strong drum jumps which are already in there. It was weird too because near the start of the kiai there wasn't many hypers to UMPH it. I would think of removing and making into dashes instead likes these ones 00:22:620 (3,1) - 00:27:420 (4,1) -

00:09:120 (3,4) - To have the beginning of the song have a lot of dashes and then it comes to a stop for the hyper like this feels like a big no no to me imo. I missed the end of the slider to get the hyper as I didn't expect this. I would move these 2 sliders so that they are either pointing inwards or outwards. or a mixture of the 2.

00:45:720 (1,2) - I only say this because I did miss a lot of times here because it was unexpected but I would perhaps not have reverse sliders for at least (1) because I tended to either under jump or over jump here to try get in a stationary position to catch these almost stacked notes. I would recommend a bit more of movement for at least the first reverse like this perhaps ?


00:48:120 (1) - Was really upset that there was nothing here to even dash at the start of the kiai :'(. Maybe try something like this to get a jump at the start so you can feel the umph ? (I say that a lot now).
http://puu.sh/rB1G5/0bd6a3e56f.jpg

00:52:470 (7,8) - Maybe could reduce a little bit here by moving (8) right more ? if this stops the hyper then can always slant left a little.

01:04:470 (5,6) - A little hard here too ^ missed a lot here

01:06:120 (1,2,3,4) - Perhaps too many hypers here ? Remember platters should introduce the hyper. Not spam it (Although acceleration was first like that on my diff kek).

01:16:320 (5) - I thought moving this to x:384 made a nicer flow and altered a bit of constant left > right dashing all the time. It also confused me as it was somehow with 01:15:720 (1,2,3) -.

01:35:220 (2,3,4) - Imo the walking to the notes felt weird and I didn't know if I should have jumped between (3,4) because the spacing is so little yet very deciding for the player to dash or not. Perhaps (3) to x:200 ?

02:32:370 (4,5,1) - I thought cause it was a little bit of hard dashing here that this should be moved over left a bit to make it easier for the before note jump. It's also at a quieter part. (not sure if that made sense but just a little left would be nice).

02:33:720 (1,2,3,4) - Little suggestion but slant out more gradually than you have done already ? Just them verticals can be hard.

Rain
I was really having trouble modding this one because it was way too hard for me. But will try my best.

00:12:020 (12,1) - Comparing this small jump to 00:10:820 (12,1) - it seems like there is hardly anything. I would match the distance to the one before and grab all of the stream here and move right a little more/

00:16:820 (12,1) - ^

00:40:170 (2,3) - Maybe move (3) left a little to have a bigger gap ? feels too small atm.

00:57:570 (10,1) - I thought this was a pretty big anti-flow hyper which caused me to miss so many times or at least the droplet's. Either flip or make the slant more vertical imo (I swear to god I can never play your rains ;w;).

01:10:920 (1) - I honestly didn't expect this as all other sliders were slanted and this felt weird to stop at. (Tbf I do these but mainly in my overdoses). Perhaps slant ?

01:19:620 (2,3,4,5,6,7) - Okay this is a BIG deal to me. The flow was fine until these showed up. You need to stop so much in order to catch the first triplet and then suddenly try dash hard to get the next set. Please try make the spacing between the triplets A LOT bigger to glide nicer between the two.

01:27:420 (3,1) - Just a little suggestion but perhaps make (3) end on the blue tick for it to hyper more powerfully into (1) ? it does still have it's sound there and there is not a hitsound on the end too.

01:30:120 (1,2) - Non stop kept missing here due to the distance. Reduce a bit mayhaps ? Like moving 01:30:420 (2,3) - to x:232.

01:39:720 (1,2) - ^ really hard again.

02:07:770 (3,4,5) - Big deal again imo. It's like SUPER hard to try catch (5) after the hyper on (4) which is on the blue tick behind it. It's such a hyper jump that I couldn't understand why you would put (5) so vertical that you would make players struggle so much to come to a complete stop almost. Try at least slant right.

02:12:570 (3,4,5) - ^

02:14:370 (6,1) - Thought the anti-flow jump here was a bit tough. perhaps flip (1) ?

02:17:970 (6,7,1) - This is much better! :3

02:28:620 (3,1) - Maybe just reduce slightly because it is the outro of the song and it seems quite a hard anti-flow for something that's about to end so quietly.

Sorry but I could not mod the overdose as I am clueless to what to change. I have never had this before but it's like modding a deluge >.<
Still I hope I helped out :3
Good luck :3
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