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This beatmap was submitted using in-game submission on 08 November 2017 at 18:35:07

Artist: Demetori
Title: Plastic Mind ~ Alice in Underground
Source: 東方怪綺談 ~ Mystic Square
Tags: 東方Project 東方プロジェクト Touhou Kaikidan Bizarre Romantic Story PC-98 Stage 3 Boss theme アリス・マーガトロイド Margatroid Girl Death Forest Magic doll Makai BEGIERDE DES ZAUBERER Desire of the Magician Comiket 81 guitar metal
BPM: 260
Filesize: 10586kb
Play Time: 06:15
Difficulties Available:

Download: Demetori - Plastic Mind ~ Alice in Underground
Information: Scores/Beatmap Listing
---------------



He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee.


Frederich Nietzsche




3rd approved Image

Image - Benny-
Image - Deif


WHAT'S THIS?
Touhou - Metal Instrumental
Original Song: プラスチックマインド ~ Plastic Mind
東方怪綺談 ~ Mystic Square, Alice Margatroid's Stage 3 Boss Theme

Image 4K mania set by puxtu - here


CURRENT STATUS
Image Phantom of the Grand Guignol - 100%


CHANGELOG
23/04/16 - Submitted map with Phantom of the Grand Guignol 100% complete including hitsounds, fixed metadata, IRC mod with snowball112
26/04/16 - Applied mod by koliron
27/04/16 - Hitsound update
09/05/16 - Applied mod by xi-False
15/05/16 - Did some self-modding improving stream shapes and making regular dash patterns more lenient
02/06/16 - Applied mod by Setomi
16/06/16 - Applied mod by Chara
26/07/16 - Applied mod by Razor Sharp
27/07/16 - Applied mod by rew0825
18/08/16 - Applied mod by Catch The Beat
15/11/16 - Changed to new HQ background
28/11/16 - Applied mod by Deif
06/01/17 - Applied mod by BoberOfDarkness
18/03/17 - Applied mod by Ponchiwi
10/05/17 - Applied recheck by Deif, Image
19/05/17 - Applied mod by Benny- Image, Image
04/06/17 - Disqualified to fix metadata Image
03/10/17 - Revived from Eternal Slumber, fixed metadata, applied mod by - Magic Bomb -
09/10/17 - Applied check by Benny- + Image
08/11/17 - Applied check by Deif + Image

METADATA STUFF
◊ Title: プラスチックマインド ~ Alice in Underground
◊ Original title: プラスチックマインド (Plastic Mind)
◊ Source: 東方怪綺談 ~ Mystic Square.
◊ Circle: Demetori
◊ Album: BEGIERDE DES ZAUBERER (Desire of the Magician)
◊ Release Date: December 31, 2011 (Comiket 81)


SEXY MODDERS AND SUPPORTERS ;)
koliron - Mod + 20 Image
snowball112 - IRC suggestions
- Magic Bomb - - 5 Image + Mod
ursa - 2 Image
xi-False - Mod
Setomi - Mod
Chara - Mod
Razor Sharp - Mod
rew0825 - Mod
Catch The Beat - Mod
Deif - 3 Mods + Image + Image
BoberOfDarkness - Mod
Ponchiwi - Mod
Benny- - 3 Mods + Image + Image
Last edited by JBHyperion on , edited 30 times in total.
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No kudosu yet.
ok

edit: post 800 nice
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Rhythm Incarnate
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koliron wrote:
mod soontm


20 stars what the fcuk
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Chara wrote:
koliron wrote:
mod soontm


20 stars what the fcuk

koli pls D:
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“Mapping is dead. Mapping remains dead. And we have killed it."
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Earned 1 kudosu.
HYPEEE

General

  • mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo
  • i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too
  • consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title
  • inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume?


Phantom of the Grand Guignol

    About distances and patterns:
  • 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example
    something like this
    Image

    then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one
  • 00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal
  • 00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v
    i'd suggest a pattern like this
    Image
  • 00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better
  • 00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too
  • 00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example
    OnO
    Image
    Image
  • 00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x
  • 00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa)
  • 00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!)
  • 00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3
    here is an example if you want a different pattern, i can understand that the song is repetitive
    Image
  • 00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this
    juajaujhsijd
    Image
  • 00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD)
  • 00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close?
  • 00:49:627 (3,4) - a hyper here feel good imo
  • 00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better
    whyy nooot
    Image
  • 00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) -
  • 00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit?
  • 01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here
  • 01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize
  • 01:17:780 (7,8) - maybe without hyper? (8) is soo low
  • 01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3)
  • 01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump
  • 01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash
  • 01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic
    ayy
    Image
  • 01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me
  • im dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v
  • 02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right
  • 02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left?
  • 02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized
  • 02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses
  • 02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this:
    examples
    1Image
    2Image
  • 02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be
  • 02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump
  • 02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward
  • 02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read
  • 03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash
  • 03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section
  • 03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read
  • 03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better
  • 03:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left?
  • 03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice
  • 04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left
  • 04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w;
  • 04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use
  • 04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less
  • 04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa
  • 04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me:
    examples
    Image
    Image
  • 05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46
  • 05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is Image2.00Image
  • 05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w;
  • 05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c)
  • 05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example:
    ~
    Image
  • 05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x
  • 06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just Image
    and for 06:13:626 - this section, here is an example, i think feels good :^)
    Image

    hahah everything of this last suggestion was a joke, srsly that was funny TO ME
    anyway increace the difficulty in distances and patterns would be nice


    About notes:
  • 00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note
  • 00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap
  • 00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too
  • 00:50:089 (5) - why no notes here? ono they are 1/3 too
  • 01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori)
  • 02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum
  • 02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns
  • 04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) -
  • 05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think
  • 05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds
  • 05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) -
  • 05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 -

    About hitsounds:
  • 00:15:127 (3) - i think a clap fit good here, following the drum
  • 00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo
  • 00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note
  • 01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too
  • 02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) -
  • 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar
  • 06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section
    lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

    About ncs:
    well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)
  • 00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ?
  • 01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me
  • 01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard
  • 04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum
  • 05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo
  • 05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note


well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah
ok, good luck! \:D/
Last edited by koliron on , edited 9 times in total.
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koliron wrote:
im trying to suggest all things i can find, hahah dont hate me ): if you dont want a long mod, feel free to say it and i will do a normal mod for the rest of the map

long mods are fine with me - as long as they're helpful xD

The fact that you're modding so soon is already more than I could have asked for, feel free to give whatever kind of mod you like and I'll happily go through it all.
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BPM = 260 :O

It reminds me of some dragonforce maps
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Le epic textwall of texty goodness
koliron wrote:
HYPEEE HYPEEE

General

  • mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo Whilst I was mapping I did all my testing at 9.6 and it played fine, but several testplayers asked for it to be higher. I'll consider this with future mods - also changed HP to 5 as discussed in Discord chat
  • i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too I'd prefer to keep the current preview point, since I can get both kiai parts (the 05:31:165 - section is my favourite part of the song) and am still at the most intense part
  • consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title Added and removed, respectively
  • inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume? I think I had a different sampleset here at some point to layer the drum sounds, but I moved some sounds around so they aren't necessary now - removed all


Phantom of the Grand Guignol

    About distances and patterns:
  • 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example

    box=something like thisImage

then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one Removed to also give more emphasis to 00:09:935 (4)
  • 00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal Done, also moved 00:19:281 (3) right slightly to keep the distance differentiation
  • 00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v Moved the notes in each pair closer and put a slightly larger spacing between the pairs to clearly indicate dash. I prefer to keep the sweeping pattern you suggested for the most intense parts, like I used at 00:30:012 (2,3,4,5,6,7)
    i'd suggest a pattern like this
    Image
  • 00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better Done to give more structure to the following sliderjumps, moved 00:22:050 (7) to the left and flipped 00:22:166 (8)
  • 00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too Made symmetrical, drum sounds are equally intense here
  • 00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example I actually really like the current pattern, the S shape fits the changing pitch of the guitar patter very well and it provides a nice contrast with a lot of my other streams which are more simple curves
    OnO
    Image
    Image
  • 00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x Wasn't intending to include hyperwalks but meh, I'll see how people react to it
  • 00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa) I feel if I make these more horizontal, the map has no variety because everything requires dash. I'll see what others think about these, I actually don't find them too bad
  • 00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!) Reduced this considerably, and also reduced 00:31:166 (3,4,5,6) to regular dashes with another suggestion
  • 00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3 Your suggested pattern is pretty much an exact copy of what I do immediately after this xD I think this amount of variety for following the drum instead of guitar is fine, but will see what others suggest
    here is an example if you want a different pattern, i can understand that the song is repetitive
    Image
  • 00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this Reduced the hyper strength on 00:44:320 (13,14,1) - I want to avoid a walking pattern here to emphasize the end of the kiai, also NC'd 00:43:627 (7) as this was at 17 fruits anyway
    juajaujhsijd
    Image
  • 00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD) Fair enough, reduced distance slightly
  • 00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close? Sure, reduced a few of these distances slightly for the lower intensity in this section
  • 00:49:627 (3,4) - a hyper here feel good imo Gave it a try, adds a nice buildup feel to this section
  • 00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better Done
    whyy nooot
    Image
  • 00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) - 00:52:396 (1,2) - is not intended to be a dash and can be caught easily by walking
  • 00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit? I don't find this direction change too difficult, but fair enough
  • 01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here Reduced to 1.8x
  • 01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize Would do if I hadn't already done it at 01:12:357 (7,8) - I prefer a little variety in the rhythm to highligh this double hyper
  • 01:17:780 (7,8) - maybe without hyper? (8) is soo low Yeah, Ctrl+G'd 01:18:011 (8)
  • 01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3) Fine, made them all horizontal but added SV increases to successive sliders because I'm a meanie
  • 01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump Forgot I had increased SV here, so this jump is bigger than DS value shows - fixed
  • 01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash Reduced spacings a bit, though not quite as much as before to give a buildup effect in successive kiais
  • 01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic These hdash strengths look pure evil, I love it >:]
    ayy
    Image
  • 01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me As discussed before, I'm happy with the current spacing, making everything even would draw emphasis away from those drum sounds and (2) is walkable in any case
  • im dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v I am the dumb one :v - fixed
  • 02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right Sure thing
  • 02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left? Moved (5) to the left, want to avoid too strong a hyper to 02:12:934 (7) - (which I removed an odd sliderbody whistle from)
  • 02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized Sorry, I only want to hyper to the strong drum sounds here, they're far more prominent than anything else and adding more hypers would reduce their emphasis. Besides, this is a calmer section, so a simpler 1/2 "stream" is very fitting I think
  • 02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses Yeah, reduced distance to both of these slightly
  • 02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this: Decided to combine the two, streams now decrease in spacing with successive notes, giving an "L" shape that is more comfortable to flow into
    examples
    1Image
    2Image
  • 02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be Wasn't intending to, but adding a hyper is the easiest option here and it does fit, so sure we'll give it a go
  • 02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump As before, no change besides consistency with ^
  • 02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward Ew what the heck is this doing here, must be a mistake on my part... Fixed
  • 02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read Are you sure you mean x95? This is a huge change in hyper strength and plays very awkwardly. Kept as it is for now, though I did remove the hyper between 02:57:357 (6,7)
  • 03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash Please, I did do this and I do it on every single map I make. To be honest, I didn't find this distance that difficult, it's used consistently throughout the kiai, but I ended up changing it anyway for consistency with a previous suggestion
  • 03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section Sure, amped up some distances here to make it feel more intense
  • 03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read This looked weird anyway, fixed
  • 03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better You mean 1/3? Guitar snap is kinda ambiguous there but I think it's justifiable. Does play much more smoothly so ended them at 03:26:703 and 03:26:934
  • 03:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left? Moved (7) right slightly as well, this should be much more comfortable now
  • 03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice Hmm, I went with a little more movement, but I don't want it to be too extreme. See if it's enough for you xd
  • 04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left Gave it a try
  • 04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w; "Hard jump" is a problem, not a suggestion xD I made them a weaker dash instead,don't really feel a hyper fits here
  • 04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use Sorry, this antiflow plays super awkwardly for me since you have to 1/3 hyper into immediate horizontal direction change. I didn't use this little zig-zag before either so I feel there's good variety here
  • 04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less Dropped both to 2.5x hyper and 1.3x normal jump (down from 2.7/1.4)
  • 04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa done aaa
  • 04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me: I could just move (6,8) right a bit no? Sloping slider streams like Example (1) feel clunky to me and I'd rather just do a normal stream in that situiation, but that would be too boring here. Example (2) is more fitting for me, but due to the increased angle I still find it more awkward that what I have currently I'm afraid
    examples
    Image
    Image
  • 05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46 First two pairs nerfed as 4:46, second two pairs nerfed further as intensity is decreasing here (2.0/1.1x)
  • 05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is Image2.00Image Changed all except 05:18:934 (3) -and 05:20:780 (3) - the solo climax really demands the spacing here
  • 05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w; Done, also reduced 05:44:319 (2,3,4) spacing slightly as I did at the start
  • 05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c) Good point, done
  • 05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example: Ctrl+H'd, changed (7-12) into shorter repeat sliders, kept (1,6) as circles but reduced spacing between objects and hyper strength between triplets and made it a little less impossible in general (^:
    ~
    Image
  • 05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x Made it the same as the previous iteration, with marginal increase in spacing
  • 06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just Image
    and for 06:13:626 - this section, here is an example, i think feels good :^)
    Image

    hahah everything of this last suggestion was a joke, srsly that was funny TO ME
    anyway increace the difficulty in distances and patterns would be nice
    Added missing hyper at 06:06:473 (2,3) - buffed spacings slightly after 06:08:088 (1) and significantly after 06:11:780 (1) - escalation in spacing and intensity should be much better now to fit the climax

    About notes:
  • 00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note Keeping for the held guitar sound and to provide ample buildup to the intensity
  • 00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap I feel it's justified, the kick burst is very fitting here as a continuous pattern and I'd be left with awkward single + triplet hyper patterns here if I removed them
  • 00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too Cymbal crash + reverb of the kick drum sound, provided for variety in the kiai climax
  • 00:50:089 (5) - why no notes here? ono they are 1/3 too Originally to give more emphasis to the cymbal on (5) but when used only once like this it feels inconsistent - made into two 1/3 triples
  • 01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori) First half is to accent the ghosted pull off of the guitar note, second half is an attempt to mirror this with the drum. It doesn't work as well as with the guitar but it sounds better than 1/4 + 1/2 to me
  • 02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum I assumeda direct mirror of 02:05:319 (4,5,6,7) but there is only 1/2 here, replaced triplet with a 1/2 slider
  • 02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns There's a faint but noticeable guitar reverb sound on these, and as you say it would suck to have to change this. Taking notes out would add emphasis to 02:29:088 (10) etc. that is really undersrved, creating odd rhythms. I feel a simpler constant 1/3 pattern is the most logical here
  • 04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) - Stream there would lead me back into a guitar part in the middle of a combo which would be a very odd rhythm change. Reverb effects again here, more noticeable than before, and the NC serves to distinguish the rhythm change very easily
  • 05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think This is all 1/4 drum, though 05:08:492 (5) is exceptionally weak. Skipping this wouldn't be the worst since I could put a more readable dash to 05:08:550 (6) so I'll give it a go
  • 05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds Tried 30% for the guitar stream bit
  • 05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) - Similar circle + triplet pattern as before - if I have to change that I'll do the same here too but I prefer the constant 1/4 rhythm for following the flow here
  • 05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 - ohoho good ears, changed to 1/4 with identical patterning

    About hitsounds:
  • 00:15:127 (3) - i think a clap fit good here, following the drum Done
  • 00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo Used DC:3 whistle instead so it doesn't overlap other hitsounds so much
  • 00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note Same as above
  • 01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too DC:3 finish for the open snare sound is a great burst of energy to begin the roll imo. As for the rest, I don't feel anything is that prominent to require a clap, whistle kick feels more fitting to me
  • 02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) - Removed, kept as just whistle kick
  • 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar Sure, I'm building spacing anyway so these louder claps fit really well
  • 06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section Prefer not to overload with finish here, clap is still a powerful sound and can provide emphasis in it's own right. Volume is enough to draw out the extra intensity here imo
    lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

    About ncs:
    well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)
  • 00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ? Dobne with a previous suggestion
  • 01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me Done
  • 01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard Added NC to 01:28:857 (7) for the strongest jumps and 1/3 rhythm switch
  • 04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum Good idea, done
  • 05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo Done with a previous suggestion
  • 05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note NC'd 05:57:934 (7) for now, will see how that one goes (^:

  • well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah ayyy
    ok, good luck! \:D/ \:D/


    Thanks for the epic mod koli! Applied nearly everything, wish I could give you more than 1 kudosu lol xD
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    Phantom of the Grand Guignol
    -These two notes throw me off when going into the slider 00:15:704 (4) -
    place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76

    Also i feel like the slider feels like it can use more movement
    So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
    (To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)


    -From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
    but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372

    -00:25:743 (7) - Move to x:184


    -I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
    OR
    You can move this pattern to the left 00:28:858 (4,5) - at x:364

    These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
    They are Fine but, me personally i would move them Like so and Ctrl+G+2
    ~ 00:37:397 (3) - x:120
    ~ 00:37:455 (4) - x:72
    ~ 00:37:513 (5) - x:72
    ~ 00:37:570 (6) - x:120
    &
    ~ 00:37:627 (7) - x:376
    ~ 00:37:685 (8) - x:424
    ~ 00:37:743 (9) - x:424
    ~ 00:37:800 (10) - x:376

    -Misplaced note 01:04:511 (5) - move to x:224

    This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
    i still highly recommend you move these note like the template down below
    ~ 01:21:473 (1) - x:264
    ~ 01:21:530 (2) - x:304
    ~ 01:21:588 (3) - x:312
    ~ 01:21:646 (4) - x:272
    ~ 01:21:703 (5) - x:212
    ~ 01:21:761 (6) - x:152
    ~ 01:21:819 (7) - x:124
    ~ 01:21:876 (8) - x:144
    Looks like this ---> (Image)


    -move 01:31:780 (9) - to x:28

    -again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
    But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140

    -For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
    ~ 02:25:626 (1) - x:64
    ~ 02:25:703 (2) - x:32
    ~ 02:25:780 (3) - x:52
    ~ 02:25:857 (4) - x:100
    ~ 02:25:934 (5) - x:136
    ~ 02:26:011 (6) - x:72

    - Move 03:05:780 (7) - to x:132"

    -After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)

    - 03:21:530 (10) - Move to x:424
    unless you want that small curve in the pattern

    -Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
    I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
    (lol don't Nerf)

    - This pattern seems fine but move 04:35:319 (3) - to x:240

    (Hint: I recommend to make all these changes or none at all)
    Ctrl+G+3
    Place note here 04:46:223 (6) - at x:256
    and here 04:46:684 (10) - at x:256
    then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
    same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208



    (Hint: I recommend to make all these changes or none at all)z
    This adds more notes to your pattern and make it easier to land plus it looks nice!
    Ctrl+G+1
    start this slider 04:52:396 (1) - at x:179 and end at x:111
    Straighten this slider starting at x:224 and end at x:96
    Move this slider 04:52:857 (3) - over to x:372
    Should look like this (Image)
    I feel like these changes really smooths out this section



    -instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth!


    This is a really well-made beatmap JBHyperion
    Just about every second of this map is really challenging.
    Good luck for Ranked!
    :)
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    Back from weekend break with decent internet - aiming to respond to this tonight when I have more than five seconds free to actually ducking think straight |:

    Almost a week later...

    xi-False wrote:
    MOD

    Phantom of the Grand Guignol
    -These two notes throw me off when going into the slider 00:15:704 (4) -
    place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76 Did it slightly differently, but the transition into 00:15:704 (4,5,6) - is less sharp now

    Also i feel like the slider feels like it can use more movement
    So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
    (To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)

    color=#0000FFThe movement here is intended to be low to contrast with the surrounding more intense sections, so I decided to make the slider start more curved instead

    /color


    -From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
    but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372 If I did this I might as well use repeat sliders. The circles have slightly more spacing due to the increase in guitar pitch

    -00:25:743 (7) - Move to x:184 ^


    -I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
    OR
    You can move this pattern to the left 00:28:858 (4,5) - at x:364
    Moved to the left, I want to avoid hdash here to highlight the lower, less intense sounds

    These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
    They are Fine but, me personally i would move them Like so and Ctrl+G+2
    ~ 00:37:397 (3) - x:120
    ~ 00:37:455 (4) - x:72
    ~ 00:37:513 (5) - x:72
    ~ 00:37:570 (6) - x:120
    &
    ~ 00:37:627 (7) - x:376
    ~ 00:37:685 (8) - x:424
    ~ 00:37:743 (9) - x:424
    ~ 00:37:800 (10) - x:376
    Why do they trigger you? What specifically is the problem with two curved streams made using Ctrl+Shft+F with hypers between them? Do they look ugly? Do they flow poorly? And how do your suggestions improve this section? I'll need some more information here since this plays pretty nicely to me at the moment

    -Misplaced note 01:04:511 (5) - move to x:224 Misplaced how? It's snapped correctly to the kick drum sound and is already placed at x-224

    This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
    i still highly recommend you move these note like the template down below
    ~ 01:21:473 (1) - x:264
    ~ 01:21:530 (2) - x:304
    ~ 01:21:588 (3) - x:312
    ~ 01:21:646 (4) - x:272
    ~ 01:21:703 (5) - x:212
    ~ 01:21:761 (6) - x:152
    ~ 01:21:819 (7) - x:124
    ~ 01:21:876 (8) - x:144
    Looks like this ---> (Image)
    As before, what's wrong with the current pattern and how is yours better? I want a tight curve here since the drumroll changes in intensity rapidly, a shallow curve would lose some emphasis

    -move 01:31:780 (9) - to x:28 Done, makes the stream look nicer with a shallower curve here

    -again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
    But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140
    Intentioanl as explained previously

    -For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
    ~ 02:25:626 (1) - x:64
    ~ 02:25:703 (2) - x:32
    ~ 02:25:780 (3) - x:52
    ~ 02:25:857 (4) - x:100
    ~ 02:25:934 (5) - x:136
    ~ 02:26:011 (6) - x:72
    Messed around with this a bit, should look neater now

    - Move 03:05:780 (7) - to x:132" This makes the hyper too strong and easy to overshoot, only went to x-144

    -After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)
    Didn't make it angular, but made the curve more of an even C-shape, should get the same effect with a smoother flow

    - 03:21:530 (10) - Move to x:424
    unless you want that small curve in the pattern Eww, didn't realise how ugly this looked, fixed lol

    -Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
    I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
    (lol don't Nerf)
    Moved 03:39:819 (6) to the right slightly and reduced 03:41:665 (4,5) a little, but these are all either small dashes or hypers, as long as you can switch direction quick enough there's nothing too difficult about them

    - This pattern seems fine but move 04:35:319 (3) - to x:240 Done, the previous hyper was a little too strong so I reduced that a bit too

    (Hint: I recommend to make all these changes or none at all)
    Ctrl+G+3
    Place note here 04:46:223 (6) - at x:256
    and here 04:46:684 (10) - at x:256
    then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
    same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208
    I prefer to keep the crash cymbal sounds as single objetcs, the drums are very intense here so I want to use many direction changes to emphasize the changing sounds. Forcing a triplet would do the opposite of this


    (Hint: I recommend to make all these changes or none at all)z
    This adds more notes to your pattern and make it easier to land plus it looks nice!
    Ctrl+G+1
    start this slider 04:52:396 (1) - at x:179 and end at x:111
    Straighten this slider starting at x:224 and end at x:96
    Move this slider 04:52:857 (3) - over to x:372
    Should look like this (Image)
    I feel like these changes really smooths out this section
    But this removes the necessary hyper 04:52:280 (7,1) - and adds an unnecessary hyper between weak beats 04:52:626 (2,3) - ... Instead I reduced the spacing between 04:52:396 (1,2,3,4) slightly, hopefully should have the desired effect


    -instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth! Moved these right instead, didn't intend for there to be hdashes here lol


    This is a really well-made beatmap JBHyperion
    Just about every second of this map is really challenging.
    Good luck for Ranked!
    :)

    Thanks for the mod!
    Last edited by JBHyperion on , edited 2 times in total.
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    Setomi Mod


    Note Placement


    • 00:04:627 (4) - Flow break here
    • 00:07:627 (1,2,3) - Don't think these should be anti flow, maybe ctrl+g (1,2) and put (3) on 1, but anti flow doesn't fit here
    • 00:10:166 (5) - Move a bit closer to (4)
    • 00:12:473 (5) - Move a bit closer to (4)
    • 00:17:089 (2) - Maybe flow break here
    • 00:18:935 (2,3) - Reduce the spacing on these, difficult having these widely spaced and then trying to emphesize 00:19:627 (5,6) - because you've been holding dash all the time
    • 00:20:550 (1) - make vertical
    • 00:25:166 (5,6,7,8) - I think u can could use a similar pattern here like the one at 00:28:858 (4,5,6,7) - I tried this out and it added some nice variety and movement, also fits well with the sounds.
      (circle, slider, slider, circle)
    • 00:26:089 (1) - Make vertical and move accordingly
    • 00:26:320 (2,3) - This part felt a bit weird due to low movement, making the (2) into a slider and circle (circle being at x:456~) made it quite nice, if you don't like that make a bit more movement
    • 00:29:204 (6,7) - Add more distance from (4,5)
    • 00:27:012 (6,7,8,9) - Some kind of flow break should be added here
    • 00:35:550 (2,3,4) - Make these more close to eachother and move them to the right, example: (2:344) (3:380) (4:416).
    • 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated
    • 00:45:473 (1,2,3) - Due to the difficulty of the last pattern I think you should revisit 00:45:473 (1,2,3) - and make those a bit easier
    • 00:50:550 (1,2,3,4) - This part feels a bit awkward to play, consider ctrl + g (1,2) and move accordingly, then ctrl + g (3,4) and make them further away from eachother, this also makes 00:51:934 (1,2,3,4,1) - not as toxic.
      It becomes "hard" with the (1,2) being anti flow, then "easy" with the far away (3,4) and then "hard" with the last combo, not like before when it was easy hard hard.
    • 01:06:011 (3) - Make this vertical
    • 01:12:473 (8,1) - ctrl + g one of these
    • 01:13:973 (6) - ctrl + g
    • 01:14:203 (7) - ctrl + g
    • 01:22:857 (5,6,7,8) - I understand you want more of a "calm" part in this upcoming segment but I'd still recommend spacing these a bit more
    • 01:27:473 (1,2,3,4,5,6) - These could be a bit more difficult since the music builds up here
    • 01:34:165 (4,5,6) - Maybe ctrl+g these, feels nice to have flow break here
    • 01:35:780 (7,8,9) - Maybe move a bit to the left
    • 01:40:626 (2,3) - This pattern doesn't feel very nice to play, maybe ctrl+h (2) and ctrl+h (3) and move accordingly
    • 01:56:665 (7,8) - This pattern could be a bit more spaced out/difficult
    • 01:57:357 (2,3,4,5) - Big sounds but not very difficult, maybe revisit these
      making the (7,8) into (7,8,9) and have them spaced makes a good transition into upcming (1)
    • 02:03:703 (6) - move to x:468
    • 02:27:934 (7,8,9,10) - make these into something like this - plays better with the music
    • 02:57:473 (7) - Move this closer to (6)
    • 03:07:165 (1) - Could make this a bit more vertical
    • 03:09:934 (5) - Could split this up into a slider & note and create great distance between them, then moving upcoming notes accordingly
    • 03:12:703 (1) - Either make this vertical or move more to the left (to create hdash) or more to the right for easier catch
    • 03:18:934 (6) - Move this more to the left too undo the HDash
    • 03:19:626 (8) - These three sounds that this slider covers are all big sounds so I think you could create more movement
    • 03:20:088 (1,2,3,4) - Same goes with these
    • 03:36:242 (7) - This could get some big distance jump like other ones
    • 03:41:780 (5,6,7,8) - This is a bit to much gimmicky after the difficult jumps previously, consider either changing this pattern or close the distance a bit
    • 03:50:550 (5) - Move a bit more to the left
    • 03:56:203 (7,8,9) - This pattern is a bit gimmicky due to its spacing and doesn't flow very well. I think you should either change distances or revisit pattern
    • 04:02:088 (4,5) - Maybe consider changing these two a bit because they are both on pretty big sounds. Maybe something like this

    This is it for now, will revisit in the future :)
    Been a bit busy with school hence the delay and might have affected quality a bit
    This is a BSS beatmap submission. Click here to view full beatmap information.
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