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Rhythm Incarnate
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This beatmap was submitted using in-game submission on 2017年11月4日 at 23:58:25

Artist: Akiyama Uni
Title: Ten'imuhou
Source: 東方Project
Tags: Touhou th10.5 fxt Twilight Frontier Tasofro 黄昏フロンティア zun Scarlet Weather Rhapsody jun Flawless Clothing of the Celestials 永江衣玖 ながえ いく Nagae Iku
BPM: 180
Filesize: 5810kb
Play Time: 01:09
Difficulties Available:
  • Extra (5.91 stars, 353 notes)
  • Hard (3.18 stars, 181 notes)
  • Lunatic (4.59 stars, 286 notes)
  • Normal (1.8 stars, 112 notes)

Download: Akiyama Uni - Ten'imuhou
Information: Scores/Beatmap Listing
---------------
th105 bgm 天衣無縫

bg by me

a pair to my 1st ranked map if you care.
Last edited by Hollow Wings on , edited 12 times in total.
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Cymbal Sounder
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Though I'm not even in a place to mod a map that I can't even pass, maybe you'll find this a bit helpful :oops:

00:26:003 (1,2,4) - alignment needs to be shaped up

Yeah, that's it :D
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Whistle Blower
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what a beautiful map HW. Thank you.
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Cymbal Sounder
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I really love the hitsounds, they match the song perfectly.
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Rhythm Incarnate
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Combo Commander
483 posts
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Earned 2 kudosu.
Happy to see you going to rank your maps again :D



normal

really not to say, the map seems "off-blanket" but not random,the flow is good, beautiful normal anyway <3


hard

  • 00:11:003 (7,1) - you should avoid the overlap, because in a hard diff, its necessary to be polish as possible, and i don't see so much reason to do that overlap.

    but, i don't see much solutions that don't require a hotfix, if you fix, don't forgot to do a re-fix in all notes next :(
  • 00:59:003 (1,2,3) - i think you will do a more good patten if you pick 00:59:003 (1,2,3) - and control G one for one, the difference between 01:00:003 (4,5,6) - do a good flow and its funny to play ! (eh if my english bad, its that i talking )


Lunatic



Extra

eh... its all

gooooooooooooooood Map Hollow Wings !

don't give up this ;w;
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Rhythm Incarnate
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here to say hi and a couple of things

normal
00:01:003 (1,2) - I think it would be nicer to follow the offbeat rhythm closer here
00:03:003 (1,2,3) - I think a long slider would compliment the piano sound better

rest is really nice
<3
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Rhythm Incarnate
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m4m I guess.

General
  • I’m not sure if you know about the new BG RC rule, but you’re now allowed to have background resolution up to 1920x1200 . The current “Tenimuhou” is within the old resolution rule, so just in case you have your original draw saved, you can use a better resolution :>


ImageNormal


ImageHard


ImageInsane
  • In this part here 00:03:115 (2) – the piano is growing in intensity. It starts very low 00:03:115 - ~ 00:03:337 – bit it gets higher and higher in pitch. The current hitsound volume is not considering that. My suggestion is that you start with a lower hitsound volume here 00:03:115 – and increase it every repeat. I’d start with 22% at 00:03:115 – and increase 3% every 1/6 so it reaches 70% at 00:04:003 (1) -.
  • The strong trumpet sound starts here 01:07:337 - while the buzz slider is starting here 01:07:115 - . You could probably try this rhythm instead https://puu.sh/xCLuB.jpg


ImageExtra


Couldn't mod much, as expected your map is too well done. It's kinda sad this one doesn't have a cool sb like Sky of Scarlet Perception, but understandable. I hope to see this ranked in the future. Good luck :)
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Star Shooter
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M4M xD

我想應該可以用中文吧
都是建議參考就好~



Normal

我覺得Flow挺不錯的 節奏也很OK 大概挑幾個點就好了

00:29:003 (1) - 感覺這個滑條可以在彎一點比較好看
01:00:337 (6,1) - 這兩個要不要把弧度調成相似的樣子呢?
01:07:337 (4,5) - 我覺得這裡是我唯一覺得有點折手的地方




Hard

00:08:837 (6,1) - 不知道為什麼 我會覺得這裡有種視覺上的錯誤 要不要把6稍微下移呢?
00:35:003 (7) - 這個放在這裡覺得不是很好判別 另外感覺這個可以NC 我覺得這顆的音還蠻重的 應該可以擺一點距離強調
00:35:337 (1) - 如果上面有NC的話 這個可以取消

00:59:003 (1,2,3,4,5,6) - 這個地方還不錯耶 不過會不會有造成讀圖的困難呢?



Lunatic

這個難度三角形的擺法 我覺得還不錯耶 讓我學習了

00:08:003 (1,2,3,4) - 我比較傾向把他做成兩組單點 4個疊一起感覺有點無法強調的感覺 後面一樣有一些 這個可以視情況看看

基本上都是三角形的擺法 我還蠻喜歡的



Extra

這個難度我可能比較直觀 看看就好

00:18:003 (1,2,3,1) - 這一組的距離突然好近 有點不習慣
00:27:670 (5,6) - 這個地方對我用滑鼠來說 好折啊~


我覺得我好像是來學習的 節奏抓得很好 我幾乎覺得可以不用改掉任何的按法
反倒是我來這邊學習您的圖

希望能夠看到這首歌RK~ :)

Good Luck~!
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Beat Clicker
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Earned 1 kudosu.
m4m Sorry didnt understand the rule initially Q-Q



Normal

00:35:003 (1) - 01:01:003 (1) - Theres only 2 object in the map with that spacing of 0.95x instead of being withing 0.02 of the DS spacing. Just not sure if theres a reason for this to be. On 01:01:003 (1) - it create a smaller gap between slider which looks a little off in the map.

Sorry thats just very nitpicky the map is pretty much flawless owo


Hard

Cant really find anything to say Q-Q



Lunatic

Didnt really find much to say here either



Extra

00:07:003 (1,2,3,4,5,6,7) - In every diff you kinda used more triangle shapes and wide angles stuff. I'd be cool if squares like this could be avoided? Especially since you didnt really use them in this diff after the first part you switched back to more back and forth and wide angle stuff. Instead of making that square I feel it could be nice to use a pattern more like 00:23:003 (1,2,3,4,5,6,7) - since its a repeat of the same sounds.

00:15:003 (1,2,3,4,5,6,7,1) - This one also feel a bit off to me compared to the rest of the map. The one in the section where this repeat 00:31:003 (1,2,3,4,5,6,7,1) - feel much more linked with the map than that pentagonal sharp angle jump pattern.


And thats pretty much all I can say. Already really like the map so yeah owo
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Star Shooter
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m4m!


General stuff: i dont think you need to use brown for combo color, since it's not a major part of the color composition imo. the brown and the black are almost the same color to the eye, so if you do want to use brown maybe you can make the brown darker? the colors that stand out the most are blue white red and yellow. i recommend you use yellow instead of brown since yellow is the color of the main source of light on the bottom left.


Normal

01:00:337 (6,1) - bit close, maybe move the 01:01:003 (1) - down a bit to give it a little more room


Hard

00:06:671 (6) - maybe move left and up a little bit to balance the spacing
00:38:003 (3) - in this slow section, maybe these notes would look better if they were farther away from the slider? just a little bit imo
00:39:003 (1,2,3) - looks kind of strange if the sliders are touching just so slightly, especially since no other slider in the map does that kind of overlap. maybe push these sliders closer or pull them farther away from each other?
01:01:837 - how come there's no note here? it would make sense to have a note here given the rhythm choice in the rest of the map


Lunatic

00:36:003 (1,2,3,4,5,6,1) - maybe you can increase distance for this pattern a little, since it's a climactic part of the music
01:08:003 (1,2,3,4,1) - same here, just a small increase in distance


Extra

00:16:337 (1) - 00:32:337 (1) - why are there straight sliders here? the sound isn't special, and i think it would be nice to have only curved sliders appear in the first half of the map, since you're almost there already anyway. maybe it's to signal the "build" part of the song, im not sure

00:22:003 (1,2,3,4) - you could make this pattern look more like 00:06:003 (1,2,3,4) - this pattern and 00:10:003 (1,2,3,4) - this pattern. you can also do the same to 00:30:003 (1,2,3,4) - this one too. maybe it's intentional that they slowly draw closer together but i think it would be better to go for the simple option and make them all similar

i think 00:34:670 (3,4,1,2,3) - this pattern is a lot harder than 00:35:670 (1,2,1,2,1,2,1,2,1) - this pattern. you can buff the second pattern by ctrl+g 00:36:670 (1,2) - , that way you can have an awkward "diamond-shaped" movement, which will echo the first slider pattern (00:34:670 (3,4,1,2,3) -). i also suggest moving 00:34:337 (1) - up a little bit, to about x:84 y:357, just to nerf the pattern very very slightly.

00:52:003 (1,2,1,2,1,2) - i suggest making the pattern look something like this https://puu.sh/xDiMq.png (not exactly like that, but same general movement) so that it can echo this pattern at the end 01:08:003 (1,2,1,2,1,2,1) -

01:08:837 (2) - i suggest lifting this up and to the left a little, about x:87 y:160 to buff the distance and make the last jump to 01:09:003 (1) - a little more downward angled, would feel better imo



excellent map, super fun to play, and amazing hitsounds. it was hard to find anything to mod, so i gave lots of subjective suggestions. i hope this was helpful at least a little bit!
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Rhythm Incarnate
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Ataraxia wrote:
Happy to see you going to rank your maps again :D



normal

really not to say, the map seems "off-blanket" but not random,the flow is good, beautiful normal anyway <3


hard

  • 00:11:003 (7,1) - you should avoid the overlap, because in a hard diff, its necessary to be polish as possible, and i don't see so much reason to do that overlap. hard level maps can accept overlaps, thou that overlap means nothing more but only a way of placement.

    but, i don't see much solutions that don't require a hotfix, if you fix, don't forgot to do a re-fix in all notes next :(
  • 00:59:003 (1,2,3) - i think you will do a more good patten if you pick 00:59:003 (1,2,3) - and control G one for one, the difference between 01:00:003 (4,5,6) - do a good flow and its funny to play ! (eh if my english bad, its that i talking ) i think you just over considered that... anyway, i just swap slider 5 and 6 here, to give a better flow maybe.


Lunatic

  • 01:02:170 (2,3,4) - In the same way that you applied these sequences 00: 57: 003 (1,2,3,4,5,6,7) -, you should apply in the rest, pick the 01:02:170 (2) - and stack with 01:01:503 (5) - , next, you pick 01:02:337 (3) - and do a control G, to break a possible linear flow (because its not the ideia you made here) pick 01:02:670 (4) - and do a control G too actually i don't only follow flows you've mentioned often, but also other tracks like beats or emotions expressed to decide what distance or which direction i shall go with.
    you may find why some patterns set by me.


    you see the 01:03:003 (1) - got a better flow because the control G in 01:02:670 (4) -
    xD


Extra
  • 00:11:337 (4) - lol very good :o
  • 00:27:670 (5,6) - in understand that you made this to do a good flow in 00:28:003 (1,2,1,2,1,2) - (or thats not) but anyways, its so much strong, and its linear, you will kill the player x.x, you can let the 00:27:670 (5) - in x20 y318 large jump after slider is easy to catch. besides, aiming just from that direction after jump at 00:27:170 (3,4) - , thou the distance here is a bit large, it's really easy to do that movements to most experienced players.

eh... its all

gooooooooooooooood Map Hollow Wings !

don't give up this ;w; i think i won't w

Net0 wrote:
m4m I guess.

General
  • I’m not sure if you know about the new BG RC rule, but you’re now allowed to have background resolution up to 1920x1200 . The current “Tenimuhou” is within the old resolution rule, so just in case you have your original draw saved, you can use a better resolution :> my drawing isn't that good thou... the original one is like won't be looked greater with high quality one, cuz i drew this bg only for this map. so let it go and just it be like that.


ImageNormal


ImageHard
  • 00:25:670 (2,3,4) – Probably this is the only combination of circle+circle+slider that uses slider leniency abuse flow, compared to all the others patterns; 00:05:670 (2,3,4) -/00:08:670 (5,6,1) -/00:16:670 (5,6,1) -/00:24:670 (5,6,1) – this one is more difficult and I’m not quite sure it was intentional, so I’ll just point it out. well just a way of placement, that really means nothing in mapping view. cant avoid everything like this thou
  • 00:47:003 (1,2,3) – ctrol+g 00:48:003 (3) – to keep the pattern consistency? ...?? i don't catch your point, but i don't see if something shall be changed here.


ImageInsane
  • In this part here 00:03:115 (2) – the piano is growing in intensity. It starts very low 00:03:115 - ~ 00:03:337 – bit it gets higher and higher in pitch. The current hitsound volume is not considering that. My suggestion is that you start with a lower hitsound volume here 00:03:115 – and increase it every repeat. I’d start with 22% at 00:03:115 – and increase 3% every 1/6 so it reaches 70% at 00:04:003 (1) -. ahaha... i really don't care about things like that these years. yep i agree you totally, but the hitnormal file's volume is high enough to be heard at quiet part. if i increase its volume there, it's like will be very noisy at heated part as well (minor increasing is unnecessary). besides this part is so short and fast to pass, so i still choose do nothing there.
  • The strong trumpet sound starts here 01:07:337 - while the buzz slider is starting here 01:07:115 - . You could probably try this rhythm instead https://puu.sh/xCLuB.jpg your version is fine as well, but i still wanna follow full size of that piano part.


ImageExtra


Couldn't mod much, as expected your map is too well done. It's kinda sad this one doesn't have a cool sb like Sky of Scarlet Perception, but understandable. I hope to see this ranked in the future. Good luck :)

leo16834 wrote:
M4M xD

我想應該可以用中文吧
都是建議參考就好~



Normal

我覺得Flow挺不錯的 節奏也很OK 大概挑幾個點就好了

00:29:003 (1) - 感覺這個滑條可以在彎一點比較好看 我这diff不做blanket的没事。
01:00:337 (6,1) - 這兩個要不要把弧度調成相似的樣子呢? 平行不一定就是好看的,要看具体图怎么摆,这里我就是故意不让任何东西平行。
01:07:337 (4,5) - 我覺得這裡是我唯一覺得有點折手的地方 毕竟到最后了而且音又那么强,稍微做几个anti-flow无伤大雅。




Hard

00:08:837 (6,1) - 不知道為什麼 我會覺得這裡有種視覺上的錯誤 要不要把6稍微下移呢? 这边主要是snap ds在摆,放下面虽然会让flow顺向但我现在摆那就是为了创造逆向flow。
00:35:003 (7) - 這個放在這裡覺得不是很好判別 另外感覺這個可以NC 我覺得這顆的音還蠻重的 應該可以擺一點距離強調 噫,是我nc下错了,改了。
00:35:337 (1) - 如果上面有NC的話 這個可以取消 对的,改了。

00:59:003 (1,2,3,4,5,6) - 這個地方還不錯耶 不過會不會有造成讀圖的困難呢? 不会的,bpm低圈大没遮挡,这么放在hard里并不难。



Lunatic

這個難度三角形的擺法 我覺得還不錯耶 讓我學習了 其实不推荐滥用三角,就当是积累梗倒是可以,我这图做三角是因为我绯想天(我4年前rank的第一张图)做的就是三角,这图也差不多是那个时候做的,所以就延续了这种风格。你看过我做的其他图的话你就知道,我作图别说三角,几乎都不用对称图形。

00:08:003 (1,2,3,4) - 我比較傾向把他做成兩組單點 4個疊一起感覺有點無法強調的感覺 後面一樣有一些 這個可以視情況看看 这边我放那么多stack就是为了做这个梗,所以其他物件都是在跟簧管。

基本上都是三角形的擺法 我還蠻喜歡的 噗,对于新手,没有梗的积累加上三角确实比较好看和变化多,喜欢也正常。



Extra

這個難度我可能比較直觀 看看就好

00:18:003 (1,2,3,1) - 這一組的距離突然好近 有點不習慣 00:18:337 (1) - 的簧管音是往下走的,我对应地将跳ds减小一些。
00:27:670 (5,6) - 這個地方對我用滑鼠來說 好折啊~ 钝角跳是这样的,谁打钝角大跳都是苦手,目前osu玩家普遍的短板。


我覺得我好像是來學習的 節奏抓得很好 我幾乎覺得可以不用改掉任何的按法
反倒是我來這邊學習您的圖 你谦虚过头嘞,我都不太好意思了hhh

希望能夠看到這首歌RK~ :)

Good Luck~!

Shanipika wrote:
m4m Sorry didnt understand the rule initially Q-Q



Normal

00:35:003 (1) - 01:01:003 (1) - Theres only 2 object in the map with that spacing of 0.95x instead of being withing 0.02 of the DS spacing. Just not sure if theres a reason for this to be. On 01:01:003 (1) - it create a smaller gap between slider which looks a little off in the map.
those minor differences are just... snapping error, generally happened anytime... so just be it like that.
Sorry thats just very nitpicky the map is pretty much flawless owo


Hard

Cant really find anything to say Q-Q



Lunatic

Didnt really find much to say here either



Extra

00:07:003 (1,2,3,4,5,6,7) - In every diff you kinda used more triangle shapes and wide angles stuff. I'd be cool if squares like this could be avoided? Especially since you didnt really use them in this diff after the first part you switched back to more back and forth and wide angle stuff. Instead of making that square I feel it could be nice to use a pattern more like 00:23:003 (1,2,3,4,5,6,7) - since its a repeat of the same sounds. thou this is an extra level diff, so the patterns are more various than lower ones. besides, the idea you express same things with same placements for objects is fine, but actually if you use that logic like discipline it'll limit your way creating much more patterns or organizations style.

00:15:003 (1,2,3,4,5,6,7,1) - This one also feel a bit off to me compared to the rest of the map. The one in the section where this repeat 00:31:003 (1,2,3,4,5,6,7,1) - feel much more linked with the map than that pentagonal sharp angle jump pattern.


And thats pretty much all I can say. Already really like the map so yeah owo

melloe wrote:
m4m!


General stuff: i dont think you need to use brown for combo color, since it's not a major part of the color composition imo. the brown and the black are almost the same color to the eye, so if you do want to use brown maybe you can make the brown darker? the colors that stand out the most are blue white red and yellow. i recommend you use yellow instead of brown since yellow is the color of the main source of light on the bottom left. i think this is reasonable, i'll take it. changed brown combo color to yellow.


Normal

01:00:337 (6,1) - bit close, maybe move the 01:01:003 (1) - down a bit to give it a little more room that's fine i think, just ignore it.


Hard

00:06:671 (6) - maybe move left and up a little bit to balance the spacing the spacing is always snapped here lol.
00:38:003 (3) - in this slow section, maybe these notes would look better if they were farther away from the slider? just a little bit imo still snapped ds here, i think that's an amazing mapping way.
00:39:003 (1,2,3) - looks kind of strange if the sliders are touching just so slightly, especially since no other slider in the map does that kind of overlap. maybe push these sliders closer or pull them farther away from each other? that part is kinda the lowest tension part in the whole song, so that overlap with corner movements fit that very well.
01:01:837 - how come there's no note here? it would make sense to have a note here given the rhythm choice in the rest of the map simply wanna only follow piano track here.


Lunatic

00:36:003 (1,2,3,4,5,6,1) - maybe you can increase distance for this pattern a little, since it's a climactic part of the music oh well... that distance is already enough to be like that, considering the whole mapset.
01:08:003 (1,2,3,4,1) - same here, just a small increase in distance


Extra

00:16:337 (1) - 00:32:337 (1) - why are there straight sliders here? the sound isn't special, and i think it would be nice to have only curved sliders appear in the first half of the map, since you're almost there already anyway. maybe it's to signal the "build" part of the song, im not sure saying on purpose, like "that straight slider is expressing the following special parts coming with warned". besides, common sliders express almost nothing but only a track with head and tail to give break time in both aiming and tapping.

00:22:003 (1,2,3,4) - you could make this pattern look more like 00:06:003 (1,2,3,4) - this pattern and 00:10:003 (1,2,3,4) - this pattern. you can also do the same to 00:30:003 (1,2,3,4) - this one too. maybe it's intentional that they slowly draw closer together but i think it would be better to go for the simple option and make them all similar i really don't like things got similar, even with regular style like this map.

i think 00:34:670 (3,4,1,2,3) - this pattern is a lot harder than 00:35:670 (1,2,1,2,1,2,1,2,1) - this pattern. you can buff the second pattern by ctrl+g 00:36:670 (1,2) - , that way you can have an awkward "diamond-shaped" movement, which will echo the first slider pattern (00:34:670 (3,4,1,2,3) -). i also suggest moving 00:34:337 (1) - up a little bit, to about x:84 y:357, just to nerf the pattern very very slightly.
i can understand that you wanna things getting better in the flow objects provided, but the truth is fluent flow doesn't equal higher quality. sometimes i'll use anti-flow are sharp movement jumps to emphasize every nodes by pausing aiming cursor, which means in that time, awkward flow may be better than straightforward ones: things can be different.

00:52:003 (1,2,1,2,1,2) - i suggest making the pattern look something like this https://puu.sh/xDiMq.png (not exactly like that, but same general movement) so that it can echo this pattern at the end 01:08:003 (1,2,1,2,1,2,1) - but... the part at the end is not similar to these... here zigzag jumps can express the increasing emotion better than your version, or the end part's notes' version.

01:08:837 (2) - i suggest lifting this up and to the left a little, about x:87 y:160 to buff the distance and make the last jump to 01:09:003 (1) - a little more downward angled, would feel better imo well... 01:08:003 (1,2,1,2,1,2,1) - are actually set in a organized structure, select them and you will see.



excellent map, super fun to play, and amazing hitsounds. it was hard to find anything to mod, so i gave lots of subjective suggestions. i hope this was helpful at least a little bit!

thanks for modding!

all mods are checked, waiting for the next phase.
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Beatmap Nominator
607 posts
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Earned 2 kudosu.
其实蛮有意思的


General
  • I need metadata confirmation
  • 为何不把红线放到00:00:003 - ?你现在就算是负的offset也没对准NC的重音,还不如给一个正的offset


Extra
  • OD+0.5
  • 00:08:003 (1,2,1,1,2) - 这里好像没做出什么梗,flow也没有规律。我建议把flow做成类似于这样的,就还是类似于三角旋转型的flow。当然这只是抛砖引玉,图案你可以自行调整。(我已经很久没做过STD图了,完全做不出好看的梗来了
  • 00:27:670 (5) - 换一个地方比较好,现在这样00:27:337 (4,5) - 看起来太远了
  • 01:05:003 (1,2,3,4,1,2,3) - 这个梗没太看懂。从音乐角度上看,没找到距离骤减然后递增的理由(和00:19:670 (1,2,1) - 这种有钢琴音的地方不一样)反而从音调上来看,应该是距离递减才对


Lunatic


Hard


Normal
  • OD+1~1.5
  • 00:10:003 (1,2) - swap NC
  • 00:53:003 (1) - 从这里开始应该重新回到2个长白线1NC才对,但是你保持了钢琴段的4长白线1NC,实际上应该是不对的。(参考Lunatic)

应该可以吧
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Rhythm Incarnate
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F D Flourite wrote:
其实蛮有意思的


General
  • I need metadata confirmation check this: http://www.tasofro.net/touhou105/cd.html ... if you wanna deep information then you need download the game itself.
  • 为何不把红线放到00:00:003 - ?你现在就算是负的offset也没对准NC的重音,还不如给一个正的offset 负offset是消除任何红线bug的可能,算是我作图的习惯;现在的nc大多数都是压downbeat的,某些特殊nc是为了照顾读图梗。


Extra
  • OD+0.5 纳尼,我觉得od8只要不是bpm超高就基本够了的说233.。。
  • 00:08:003 (1,2,1,1,2) - 这里好像没做出什么梗,flow也没有规律。我建议把flow做成类似于这样的,就还是类似于三角旋转型的flow。当然这只是抛砖引玉,图案你可以自行调整。(我已经很久没做过STD图了,完全做不出好看的梗来了 我其实还是比较倾向于重排版而轻flow的派别的,在这里单纯只是让00:07:836 (7) - ,00:08:003 (1) - 和00:08:337 (1) - 的头有个钝角的形状,flow过得去就行。
  • 00:27:670 (5) - 换一个地方比较好,现在这样00:27:337 (4,5) - 看起来太远了 从00:27:170 (3,4) - 大跳过来的所以跟着那惯性在原来地方放一个东西打起来是很轻松的,不过还是把00:27:670 (5) - 放在了72,238
  • 01:05:003 (1,2,3,4,1,2,3) - 这个梗没太看懂。从音乐角度上看,没找到距离骤减然后递增的理由(和00:19:670 (1,2,1) - 这种有钢琴音的地方不一样)反而从音调上来看,应该是距离递减才对 额,你把01:03:003 (1,2,1,2,1,2) - 整体放一起看就会发现这仅仅是个排版梗而已。。。对ds这里好像不需要太执着,毕竟这个其实也只是过场旋律,到后面有的大跳了233.。。


Lunatic
  • OD+0.5~1 啊咧,为毛。。。
  • 00:51:837 (2,4) - 建议不要叠在一起。从00:52:003 (3) - 这个音开始才有一个build-up,适合你所做的往返遮挡。而00:51:837 (2) - 这个很轻且不在build-up section里的圈也放在这个梗里就有点破坏了整个梗的整体性了。 好,把00:51:837 (2) - 移到了348,204.
  • 01:08:003 (1,2,3,4) - 好像是歪的 歪的?三角一条边不水平吗?额,不太喜欢摆完全水平或垂直的东西(请无视某解构星和tsubaki噗


Hard
  • OD+0.5~1 233?
  • 00:06:003 (4,6) - 隔开一点? 唉!我喜欢这种黄金三角形的感觉啊(
  • 00:39:003 (1,2,3) - 这一块有个bug,就是在这一段钢琴段开始逆flow的跳。其实距离稍微大一点没关系,但是00:39:003 (1,2) - 这种大角度旋转会让玩家一下反应不过来。一种考虑是改变滑条的角度,比如00:47:003 (1,2) - 就还在反应范围之内,可以作为一种参考。 好,把3改1往上走这样和前面的距离也差距不会太大,1改3变折返正好接stack,现在应该可以了。
  • 00:59:003 (1,2,3,4,5,6) - 缩小距离,看起来太大了。这个对星数影响也不是很大:http://puu.sh/xSIXL/acff29f0e6.jpg 嗯,缩小了间距,不过转了个角度保持结构。
  • 01:08:337 (5,6) - Ctrl+G,然后改一下01:08:670 (1) - 的方向。因为后面是连续的长高音,转出去比折回来的感觉要好 两个note换了下,滑条就直接移动了下位置往上甩出去就好,感觉最后一个音还是要往上走。


Normal
  • OD+1~1.5 噗,这个+1.5可以有
  • 00:10:003 (1,2) - swap NC 艾玛,失误了,fixed。
  • 00:53:003 (1) - 从这里开始应该重新回到2个长白线1NC才对,但是你保持了钢琴段的4长白线1NC,实际上应该是不对的。(参考Lunatic) 你书得对,后面全改了。

应该可以吧 可以吧


thanks for modding!
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Beatmap Nominator
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I can check after Flourite does their thing if you still need someone.
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