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Oskar Schuster - Fjarlaegur (Cypix Remix) [CatchTheBeat]

posted
Total Posts
56
Topic Starter
Cowboy
This beatmap was submitted using in-game submission on domingo, 2 de octubre de 2016 at 03:38:52 p. m.

Artist: Oskar Schuster
Title: Fjarlaegur (Cypix Remix)
Tags: Caelum-EP FutureGarage neo-classical classic ambient piano waltz liquid chill cut short version JBHyperion
BPM: 189
Filesize: 3509kb
Play Time: 01:30
Difficulties Available:
  1. Cup (1.19 stars, 111 notes)
  2. Hyperion's Rain (3.85 stars, 279 notes)
  3. Platter (2.85 stars, 256 notes)
  4. Salad (1.76 stars, 186 notes)
Download: Oskar Schuster - Fjarlaegur (Cypix Remix)
Information: Scores/Beatmap Listing
---------------


SPREAD:

Cup by me
Salad by me
Platter by me
Rain by JBHyperion


Special thanks to Shadren for leave me to take some stuff from his mapset.

Myle's Overdose can be downloaded here.
SYAHME
Nice song.
JBHyperion
Rain GD as requested - note that my BPM is 3x the current one as I feel this is more correct. I would advise you to ask some more opinions before changing anything though.

My diff and hitsounds are here.
DeletedUser_6709840
From my lazy queue, I'll try my best.

General

Why is the HP spread, 3,4,5,7 when it can just be 3,4,5,6?

Cup

00:30:219 (4) – Why is there minimal spacing here when it's a huge beat here? Move 00:30:219 (4) to X=360 and then fix the flow by putting 00:31:171 (1) on X=88 and then put 00:31:489 (2) on X=72.
00:37:838 (4) - ^Same issue. Put (4) on X=264 and then put 00:38:790 (1) on X=328 then put 00:39:108 (2) on X=256.

Salad

00:28:949 (4,1) – It's hard to read whether you should dash or not here, increase the distance a bit to 1.80x to it's a readable dash by putting (1) on X=76.
01:03:235 (4,1) – This should be a 2.00x dash because it should have extra emphasis into the kiai. Move 01:03:552 (1,2) to X=80.

Platter

00:07:997 (4,1) – It's hard to read whether it's a jump or not. Make it an easier to read jump by moving 00:08:314 (1,2) to X=392.
01:07:362 (1,2,3) – These are right on the border and get awkward to catch because the catcher suddenly stops. One way to fix is by moving 01:07:044 (3) to X=400 and then moving 01:07:362 (1,2,3) to X=88.
01:11:171 (1) – Almost on the border, although I wasn't able to figure out any quick fixes for it without getting rid of the h-dash.


Hyperion's Rain

00:13:870 (7,1) – Note (1) is a bit close to the border that it's noticeable while playing, move 00:13:394 (5,6,7) to X=204 then move note (1) to X=28. It's not the best fix but it's the best I could come up with.

Good luck with the map!
Topic Starter
Cowboy
Reply

RoseusJaeger wrote:

From my lazy queue, I'll try my best.

General

Why is the HP spread, 3,4,5,7 when it can just be 3,4,5,6? imo , does not affect anything , it's just different than other spreads

Cup

00:30:219 (4) – Why is there minimal spacing here when it's a huge beat here? Move 00:30:219 (4) to X=360 and then fix the flow by putting 00:31:171 (1) on X=88 and then put 00:31:489 (2) on X=72. It is a good suggestion, however I have some consistency when placing the notes , so I declined to use this suggestion , but it was good .
00:37:838 (4) - ^Same issue. Put (4) on X=264 and then put 00:38:790 (1) on X=328 then put 00:39:108 (2) on X=256. ^, the same.

Salad

00:28:949 (4,1) – It's hard to read whether you should dash or not here, increase the distance a bit to 1.80x to it's a readable dash by putting (1) on X=76. Done
01:03:235 (4,1) – This should be a 2.00x dash because it should have extra emphasis into the kiai. Move 01:03:552 (1,2) to X=80. I prefer to keep my current pattern, but nice idea.

Platter

00:07:997 (4,1) – It's hard to read whether it's a jump or not. Make it an easier to read jump by moving 00:08:314 (1,2) to X=392. I think this very well, jump emphasizes the sound, so therefore leave.
01:07:362 (1,2,3) – These are right on the border and get awkward to catch because the catcher suddenly stops. One way to fix is by moving 01:07:044 (3) to X=400 and then moving 01:07:362 (1,2,3) to X=88. I prefer to keep it as is.
01:11:171 (1) – Almost on the border, although I wasn't able to figure out any quick fixes for it without getting rid of the h-dash. The hdash fits well


Good luck with the map!

Thanks for the mod.
JBHyperion

RoseusJaeger wrote:

From my lazy queue, I'll try my best.

General

Why is the HP spread, 3,4,5,7 when it can just be 3,4,5,6? I didn't know what the HP spread would be when I was mapping my diff so I took a guess. Changed to HP6 now

Hyperion's Rain

00:13:870 (7,1) – Note (1) is a bit close to the border that it's noticeable while playing, move 00:13:394 (5,6,7) to X=204 then move note (1) to X=28. It's not the best fix but it's the best I could come up with. Moved all of 00:12:441 (2,3,4,5,6,7,1) right slightly since there was an antijump I could weaken here, and then respaced 00:14:029 (1,2,3)

Good luck with the map!
Thanks for the suggestions!

Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63552
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Fjarlaegur (Cypix Remix)
TitleUnicode:Fjarlægur (Cypix Remix)
Artist:Oskar Schuster
ArtistUnicode:Oskar Schuster
Creator:Jusenkyo
Version:Hyperion's Rain
Source:
Tags:FutureGarage fabuleuxLilly neo-classical classic ambient piano waltz liquid chill cut short version JBHyperion
BeatmapID:1023582
BeatmapSetID:477718

[Difficulty]
HPDrainRate:6
CircleSize:4.3
OverallDifficulty:8.3
ApproachRate:8.3
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"background.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Lacrima
heey mod from my queue
[Cup]
  1. 00:39:425 (3) - I think you can move this left =>x152 or something
[Salad]
  1. ehem, I didn't used dash to SS this at all. So here's some suggeston about making dashes:
  2. 00:08:314 (1,2) - you can CTRL H it, so it would be hard to catch this without using dash
  3. 00:11:806 (4) =>x144
  4. 00:17:838 (1) - CTRL G this and move 00:18:473 (2) - a little bit right
  5. 00:19:743 (1,2) =>x424
    well I think you got me, make the rest of the diff on your own
[Platter]
  1. 00:31:648 (2) - how about to move this right, maybe =>x96?
  2. 00:35:457 (2) - same^
  3. 00:36:886 (1,2) - how about to move all of this right for creating a HD according to the music here 00:36:727 (5,1) and making a simple dash here 00:37:362 (2,3) ?
  4. 01:02:600 (6) => x248
  5. 01:06:727 (2) - how about to make this somehow like this
[Hyperion's Rain]
  1. 01:06:092 (3,4,5,6,1) - wow, actually that's pretty hard, try to make this different way, like CTRL H 01:07:362 (1) and turn it on x140 again, btw it's up to you
    well that's only the issue
Topic Starter
Cowboy
Reply

Myle wrote:

heey mod from my queue
[Cup]
  1. 00:39:425 (3) - I think you can move this left =>x152 or something imo, only increase slightly, since I lose consistency.
[Salad]
  1. ehem, I didn't used dash to SS this at all. So here's some suggeston about making dashes:
  2. 00:08:314 (1,2) - you can CTRL H it, so it would be hard to catch this without using dash I will try to implement the suggestions without losing consistency with other.
  3. 00:11:806 (4) =>x144Done
  4. 00:17:838 (1) - CTRL G this and move 00:18:473 (2) - a little bit right Make something similar.
  5. 00:19:743 (1,2) =>x424Done
    well I think you got me, make the rest of the diff on your own Sure o:
[Platter]
  1. 00:31:648 (2) - how about to move this right, maybe =>x96? Maybe.
  2. 00:35:457 (2) - same^ ^.
  3. 00:36:886 (1,2) - how about to move all of this right for creating a HD according to the music here 00:36:727 (5,1) and making a simple dash here 00:37:362 (2,3) ? I'll try to make similar, but if i apply this pattern maybe i lost conssitency, but i'll try.
  4. 01:02:600 (6) => x248 Mmm, no, feels weird.
  5. 01:06:727 (2) - how about to make this somehow like this It is good pattern, but I prefer to keep mine

Thanks for the mod!
JBHyperion

Myle wrote:

heey mod from my queue

[Hyperion's Rain]
  1. 01:06:092 (3,4,5,6,1) - wow, actually that's pretty hard, try to make this different way, like CTRL H 01:07:362 (1) and turn it on x140 again, btw it's up to you I used another hyper with antiflow right after this so yeah, a normal flow here would make this less harsh. Also I used a normal flow at 01:14:029 (3,4,5,1) - so this makes it consistent
    well that's only the issue
Thanks for the suggestion!

Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63552
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Fjarlaegur (Cypix Remix)
TitleUnicode:Fjarlægur (Cypix Remix)
Artist:Oskar Schuster
ArtistUnicode:Oskar Schuster
Creator:Jusenkyo
Version:Hyperion's Rain
Source:
Tags:FutureGarage fabuleuxLilly neo-classical classic ambient piano waltz liquid chill cut short version JBHyperion
BeatmapID:1023582
BeatmapSetID:477718

[Difficulty]
HPDrainRate:6
CircleSize:4.3
OverallDifficulty:8.3
ApproachRate:8.3
SliderMultiplier:1.8
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148,232,68790,1,8,0:0:0:0:
292,236,68949,2,0,L|372:192,1,90,0|0,0:0|0:0,0:0:0:0:
208,192,69267,5,8,0:0:0:0:
120,192,69425,1,0,0:0:0:0:
28,192,69584,1,0,0:0:0:0:
192,116,69743,1,8,0:0:0:0:
104,116,69901,1,0,0:0:0:0:
12,116,70060,1,0,0:0:0:0:
260,116,70219,2,0,L|312:192,1,90,4|0,0:0|0:0,0:0:0:0:
400,188,70536,2,0,L|316:227,1,90,2|0,0:0|0:0,0:0:0:0:
208,224,70854,2,0,L|298:224,1,90,2|0,0:0|0:0,0:0:0:0:
64,224,71171,6,0,L|136:280,1,90,8|0,0:0|0:0,0:0:0:0:
300,340,71489,2,0,L|396:340,3,90,0|8|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
148,340,72124,2,0,L|48:340,1,90,4|0,0:0|0:0,0:0:0:0:
148,260,72441,1,0,0:0:0:0:
40,260,72600,1,2,0:0:0:0:
164,260,72759,1,0,0:0:0:0:
20,260,72917,1,0,0:0:0:0:
184,192,73076,6,0,L|280:192,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
328,108,73552,2,0,L|424:108,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
100,108,74029,2,0,L|26:169,1,90,6|0,0:0|0:0,0:0:0:0:
284,164,74346,2,0,L|368:194,1,90,2|0,0:0|0:0,0:0:0:0:
96,236,74663,2,0,L|4:236,1,90,2|0,0:0|0:0,0:0:0:0:
278,194,74981,6,0,L|382:194,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
170,194,75458,1,8,0:0:0:0:
328,268,75616,2,0,L|245:316,1,90,0|0,0:0|0:0,0:0:0:0:
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408,80,76886,6,0,L|328:28,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
272,76,77362,1,8,0:0:0:0:
380,80,77521,2,0,L|412:164,1,90,0|0,0:0|0:0,0:0:0:0:
180,164,77838,2,0,L|228:247,1,90,6|0,0:0|0:0,0:0:0:0:
476,236,78156,2,0,L|392:283,1,90,2|0,0:0|0:0,0:0:0:0:
128,336,78473,2,0,L|220:336,1,90,2|0,0:0|0:0,0:0:0:0:
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232,272,80219,2,0,L|154:227,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
464,192,80695,5,8,0:0:0:0:
376,192,80853,1,0,0:0:0:0:
284,192,81012,1,0,0:0:0:0:
132,272,81171,1,8,0:0:0:0:
220,272,81329,1,0,0:0:0:0:
312,272,81488,1,0,0:0:0:0:
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240,200,81965,2,0,L|156:161,1,90,2|0,0:0|0:0,0:0:0:0:
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388,192,82600,6,0,L|480:192,1,90,8|0,0:0|0:0,0:0:0:0:
316,112,82918,2,0,L|396:72,3,90,0|8|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
152,72,83553,2,0,L|48:72,1,90,4|0,0:0|0:0,0:0:0:0:
188,152,83870,1,0,0:0:0:0:
60,152,84029,1,2,0:0:0:0:
204,152,84188,1,0,0:0:0:0:
76,152,84346,1,0,0:0:0:0:
324,152,84505,6,0,L|420:152,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
160,240,84981,2,0,L|64:240,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
396,240,85457,2,0,L|470:179,1,90,4|0,0:0|0:0,0:0:0:0:
192,172,85775,2,0,L|108:142,1,90
416,112,86092,2,0,L|508:112,1,90,2|0,0:0|0:0,0:0:0:0:
68,112,86409,1,4,0:0:0:0:
256,192,86727,12,0,90219,0:0:0:0:
WildOne94
Heyoooo o/
Here from a pm mod request (Which i don't normally do but this is your lucky day (^:)

General
Nothing to declare :)

Cup
00:28:314 (2,1) - I felt as if there was no change whatsoever when the drums were introduced. I would at least consider the distance spaced out a bit more like this perhaps for that first strong drum sound.
http://puu.sh/qj3c8/165c593044.jpg

00:29:743 - It's not so bad if a circle note was here on the drum for a cup. It wouldn't really over map it imo. What you could also do is do this on and off so for like 00:31:648 - You could leave it off and the next one on and so forth.

00:29:902 (3,4) - You may have noticed from the printscreen above that I made a little change which I thought would be a cool idea for you. I thought (4) would be nice stacked on top of (3) for that emphasis feel when the drum comes back around. I find this really cool imo.

00:31:806 (3,4) - Another example ^

00:39:743 (4,1) - Same jump reason when it's strong here. Try moving (1) to x:278 which would look nice in the editor too as shown below :P


00:44:505 (1,2,3,4) - It's not really perfectly mirrored here and (3) feels too squashed up against the right. Try moving all these notes a bit left to say x:120 and the you can slant (3) more to match and mirror (1).

01:07:362 (4) - It would be REALLY cool if you halved this slider and made it into a reverse to catch that drum sound at 01:07:838 -

01:09:267 (1) - ^

01:11:648 - Maybe one here too at x:280 ? (and so on with the rest ahead)

Salad
00:32:917 (5,1) - Most of the time when it comes around to this drum beat you add a pretty good jump but this one however feels very small and could be increased a bit for a better jump.

00:33:394 (2) - You follow the drums all the time but you missed out this one in the middle of the slider. Try not avoid this and change the pattern a bit so it hits the sound.

00:36:568 (4,1) - I think a jump here would be good also. try moving 00:36:886 (1,2) - right a bit to x:204 (maybe adjust the slant on (4) also).

00:42:600 (1) - ^ try x:96

00:51:806 (4,1) - Although a jump here I think it's still pretty small and can be caught without dashing so maybe increase here ?

01:04:029 - Missed out a drum sound here again. (Won't mention anymore of these in case intentional)

01:14:663 (2) - Quite a strong beat at the end of this slider and I recommened replacing the slider with circle notes and also making it so the player dashes to 01:14:981 - since it's getting a bit quiet on dashes here for the kiai.

Platter
00:29:267 (1) - I would recommend slanting this slider up a little due to how people can lose some droplets on the hyper jump. Try dragging the end of the tail just a little to about x:160 y:272

01:15:933 (1,2,3,4) - You should move these over left a bit for the powerful drum sounds. Try move all of these together to x:184

01:20:695 (1,2,3,4,5,6) - Imo this felt really slow on movement. Try curve more like this maybe?


01:21:648 (1,2,3) - Before I believe you put little jumps between these sliders and would be good to do the same. Try move (2) to x:432 and (3) to x:232.
Nice platter although maybe a little overmapped imo but still is no problem really

JBH's Rain
00:42:283 (7,1) - I thought a hyper would be really nice here if (1) was at x:360. Think it's nice position too for the jump to next slider.

00:43:870 (6) - Thought the movement on this reverse slider was a bit like not moving much so perhaps slant slider a bit more for more movement and gliding ?

00:46:092 (6,1) - Very powerful drum sound here. Try hyper here. Here's just an example which I found interesting.


01:05:457 (1) - It maybe just because I am bad at playing but I found this reverse slider really hard to try catch or at least get the droplets. Maybe flip it around due how strong the Anti-flow is atm ? (I won't mention these onwards as I see a few).

01:06:409 (4,5,6) - This is a compliment. I really like these hyper jumps here XD.

01:16:568 (7,1) - I know I said I wouldn't mention these again but this one is more of a bigger "please change" suggestion. It's because it's anti-flow both ways by one hypering backwards to the other which is really hard. I would at least flip one of these notes but still keep the hyper.

Overall a really nice Rain which I could play better than the other one I modded on the other day xD.

Hope this helped.
Looking like a really good mapset! I admit I am kind of impressed Jusenkyo at how fast and good you've become at mapping.
Good Luck :D! (Have a star! STAR POWA!!!)
Topic Starter
Cowboy
Reply

WildOne94 wrote:

Heyoooo o/
Here from a pm mod request (Which i don't normally do but this is your lucky day (^:) Thanks >w</

General
Nothing to declare :) Nice!

[Cup]
00:28:314 (2,1) - I felt as if there was no change whatsoever when the drums were introduced. I would at least consider the distance spaced out a bit more like this perhaps for that first strong drum sound. Distance increased.
http://puu.sh/qj3c8/165c593044.jpg

00:29:743 - It's not so bad if a circle note was here on the drum for a cup. It wouldn't really over map it imo. What you could also do is do this on and off so for like 00:31:648 - You could leave it off and the next one on and so forth. If I do that, I'd have to do the same with the other.

00:29:902 (3,4) - You may have noticed from the printscreen above that I made a little change which I thought would be a cool idea for you. I thought (4) would be nice stacked on top of (3) for that emphasis feel when the drum comes back around. I find this really cool imo. Cool, nice suggestion.

00:31:806 (3,4) - Another example ^ I prefer to leave it as it would have to move too much.

00:39:743 (4,1) - Same jump reason when it's strong here. Try moving (1) to x:278 which would look nice in the editor too as shown below :P Done.


00:44:505 (1,2,3,4) - It's not really perfectly mirrored here and (3) feels too squashed up against the right. Try moving all these notes a bit left to say x:120 and the you can slant (3) more to match and mirror (1). Done

01:07:362 (4) - It would be REALLY cool if you halved this slider and made it into a reverse to catch that drum sound at 01:07:838 - Done

01:09:267 (1) - ^ ^

01:11:648 - Maybe one here too at x:280 ? (and so on with the rest ahead) I prefer to leave the rest, for more variety.

[Salad]
00:32:917 (5,1) - Most of the time when it comes around to this drum beat you add a pretty good jump but this one however feels very small and could be increased a bit for a better jump. Done

00:33:394 (2) - You follow the drums all the time but you missed out this one in the middle of the slider. Try not avoid this and change the pattern a bit so it hits the sound. Oh, right.

00:36:568 (4,1) - I think a jump here would be good also. try moving 00:36:886 (1,2) - right a bit to x:204 (maybe adjust the slant on (4) also). I do similar.

00:42:600 (1) - ^ try x:96 Works.

00:51:806 (4,1) - Although a jump here I think it's still pretty small and can be caught without dashing so maybe increase here ? Done

01:04:029 - Missed out a drum sound here again. (Won't mention anymore of these in case intentional) Woops.

01:14:663 (2) - Quite a strong beat at the end of this slider and I recommened replacing the slider with circle notes and also making it so the player dashes to 01:14:981 - since it's getting a bit quiet on dashes here for the kiai. Done

[Platter]
00:29:267 (1) - I would recommend slanting this slider up a little due to how people can lose some droplets on the hyper jump. Try dragging the end of the tail just a little to about x:160 y:272 Done

01:15:933 (1,2,3,4) - You should move these over left a bit for the powerful drum sounds. Try move all of these together to x:184 I did not understand very well this part

01:20:695 (1,2,3,4,5,6) - Imo this felt really slow on movement. Try curve more like this maybe? Sure.


01:21:648 (1,2,3) - Before I believe you put little jumps between these sliders and would be good to do the same. Try move (2) to x:432 and (3) to x:232. Done
Nice platter although maybe a little overmapped imo but still is no problem really Thanks, but i don't like overmap D:.

Will be back for JBH's Rain tomorrow :3 He's waiting for you.

Thanks for the mod, as helpful.
Topic Starter
Cowboy
Go go go!
Arlecchino
m4m?! yeah, its m4m i guess
this is my opinions and maybe some suggestion, feel free to deny, but gimme the reason so i can improve my modding skill

[Cup]

  1. 00:14:029 (1,2,3) - these note has different spacing with the other, i could understand with 1.20x for the little emphasize though it doesnt give a lot difference on gameplay but it'll give nice played because it's feels more dynamic, but i dont understand with these 0.8x spacing on triplets (i.g 00:15:933 (1,2,3) - , 00:31:171 (1,2,3) -, etc) , im suggesting to change those 0.8x into your nomal spacing 1.0x, cuz it feels like it restrict the movement
  2. 00:48:314 (1,2,3) - move to x:144 and then move 00:48:632 (2) - to x:56, it will plays better with more spacing so beginner wont awkward
  3. 00:50:219 (1,2,3,4) - do the same as ^
  4. 01:09:267 (5,6,7) - they has odd flow, i dont get any reason why you put 01:10:536 (6) - on the left of (5)'s tail when (7) at the right side, the best way for fix this (if you want to keep (6) on the left side of (5)'s tail) is move 01:10:854 (7) - to x:56, or you move 01:10:536 (6,7,8) - more to the right if you want to keep the flow at 01:10:536 (6,7,8) -
  5. 01:09:267 (5) - btw this note could have an NC

    overall already good, just some spacing could be improved, but its not entirely necessary

[Salad]

  1. 00:14:029 (1) - could stacked with (4), have different spacing seems unnecessary here, it will make some beginner easy to miss since its look like a little jump instead
  2. 00:21:648 (1) - ^
  3. 00:36:568 (4) - could be more vertically or at least reduce distance between 00:36:568 (4,1) - those, it somehow easy to miss
  4. 01:03:552 (1,2,3,4) - could be more curved, so the flow has more movements
  5. 01:08:949 (2,3) - this spacing quite make confused player, it seems need a jump to catch (3) but its not seems like a jump in-game, beginner will take some effort to catch those
  6. 01:16:568 (2,3) - this also have same problem with previous, although it isnt a big problem because it has inconsistent spacing, consider to make those has consistently on spacing or increase the spacing for the real jump
  7. 01:25:457 (1) - missing whistle?

    some spacing and flow path could be more improved, i dont mention about it cuz i think its not entirely necessary tho

[Platter]

  1. 00:28:949 (4,1) - as what you did at 00:17:521 (4,1) - , i think this could be a hdash, the sound loud enough and it has potential for hdash since it is where when the tone is changed
  2. 00:29:267 (1,2,3,4) - this flow feels awkward to me
  3. 00:46:886 (2) - move 2 grid to the right (x:472), the stream's curve seems better
  4. 00:54:981 (1,1,1,1) - could have more spacing for dashes, at least as what you did at 00:53:076 (1) - or has more spacing
  5. 01:12:600 (2) - 1 grid to the left for better curves shape
  6. 01:13:870 (4,1) - more spacing since dash could emphasize the sound, like x:232
  7. 01:15:140 (2) - x:448

    platter could has more dashes and hdashes, but overall is good

[Oldman's rain]

  1. 00:25:140 (6,7) - spacing between those kinda forcing, how about moving 00:25:298 (7,1) - more to left? like x:52?
  2. 00:36:886 (1,2,3) - ok, these distance makes me a bit confused, the spacing which too close at 00:36:886 (1,2) - and the spacing that quite far at 00:37:363 (2,3) - , it somehow makes me miss (1)'s tail or (2), how about move 00:37:363 (2) - to x:332, it doesnt affect the "dash key" pressing, but its looks more catchable for me, hope i explain it correctly x,x
  3. 00:43:870 (6) - make it more horizontally, it feels quite lack of movement since you already reduce movement at 00:42:600 (1,2,3) -
  4. 00:56:251 (2,3,4,5) - feels a bit hard when want to catch those, try this ( 00:56:251 (2) - x:168, 00:56:409 (3) - x:60, 00:56:568 (4) - x:188, 00:56:727 (5) - x:80 ) or at least move 00:56:251 (2,4) - 2 or 3 grid to the left
  5. 01:05:457 (1) - change to other side? could be more vertically for avoid "x:16" guidelines, at least with this way the flow fells more better
  6. 01:12:600 (5) - x:272, this diff already has a lot zig zag pattern, you could try to makes few variant so the diff feels more dynamic
  7. 01:18:156 (5) - x:456, and 01:18:473 (6) - x:148, this is what i think "it doesnt need to have difference spacing each other for building-up because its already have difference on tilt levels", rly im sry for my bad eng, g translate help me a lot for this XD
  8. 01:22:283 (9) - ^, x:44?
  9. 01:25:457 (3,4) - theirs head missing whistle?
  10. 01:26:409 (6) - NC since there is long spin, 13 objects on the plate is quite covered up

    nice rain, i enjoy the play, just some spacing bothered me xd

Thats all~
sry for my bad eng
ask me if there is sth wrong
Good luck~
JBHyperion

WildOne94 wrote:

Heyoooo o/
Here from a pm mod request (Which i don't normally do but this is your lucky day (^:)

JBH's Rain
00:42:283 (7,1) - I thought a hyper would be really nice here if (1) was at x:360. Think it's nice position too for the jump to next slider. To avoid overpatterning I'm only hypering to snare and strong cymbal sounds. Kicks also would be overdoing it, see consistency with 00:46:092 (6,1) - etc.

00:43:870 (6) - Thought the movement on this reverse slider was a bit like not moving much so perhaps slant slider a bit more for more movement and gliding ? Good point, done

00:46:092 (6,1) - Very powerful drum sound here. Try hyper here. Here's just an example which I found interesting. Explained before, I don't find the kick drum particularly strong so hyper to it wouldn't make much sense with my other patterns


01:05:457 (1) - It maybe just because I am bad at playing but I found this reverse slider really hard to try catch or at least get the droplets. Maybe flip it around due how strong the Anti-flow is atm ? (I won't mention these onwards as I see a few). Antiflow is intentional to highlight the strong pitch change on the piano. The hyper isn't particularly strong so I feel it's fine

01:06:409 (4,5,6) - This is a compliment. I really like these hyper jumps here XD. Thanks O:

01:16:568 (7,1) - I know I said I wouldn't mention these again but this one is more of a bigger "please change" suggestion. It's because it's anti-flow both ways by one hypering backwards to the other which is really hard. I would at least flip one of these notes but still keep the hyper. Kept the pattern but reduced distances for consistency with previous patterns

Overall a really nice Rain which I could play better than the other one I modded on the other day xD. Lol

Hope this helped.
Looking like a really good mapset! I admit I am kind of impressed Jusenkyo at how fast and good you've become at mapping.
Good Luck :D! (Have a star! STAR POWA!!!)

-[ Asuna ]- wrote:

m4m?! yeah, its m4m i guess
this is my opinions and maybe some suggestion, feel free to deny, but gimme the reason so i can improve my modding skill

[Oldman's rain]

  1. 00:25:140 (6,7) - spacing between those kinda forcing, how about moving 00:25:298 (7,1) - more to left? like x:52? You mean right? xD I moved 00:24:822 (5,6) left instead to reduce (6,7)
  2. 00:36:886 (1,2,3) - ok, these distance makes me a bit confused, the spacing which too close at 00:36:886 (1,2) - and the spacing that quite far at 00:37:363 (2,3) - , it somehow makes me miss (1)'s tail or (2), how about move 00:37:363 (2) - to x:332, it doesnt affect the "dash key" pressing, but its looks more catchable for me, hope i explain it correctly x,x Moved to x-300, flows a little better for me
  3. 00:43:870 (6) - make it more horizontally, it feels quite lack of movement since you already reduce movement at 00:42:600 (1,2,3) - Yeah, fixed with the previous mod
  4. 00:56:251 (2,3,4,5) - feels a bit hard when want to catch those, try this ( 00:56:251 (2) - x:168, 00:56:409 (3) - x:60, 00:56:568 (4) - x:188, 00:56:727 (5) - x:80 ) or at least move 00:56:251 (2,4) - 2 or 3 grid to the left Moved (2,4) left a little, I still want this to be dashy for the changing piano pitch
  5. 01:05:457 (1) - change to other side? could be more vertically for avoid "x:16" guidelines, at least with this way the flow fells more better Antiflow is intentional to highlight piano pitch change
  6. 01:12:600 (5) - x:272, this diff already has a lot zig zag pattern, you could try to makes few variant so the diff feels more dynamic Expanded into a wider pattern for variety and to emphasize (6) more
  7. 01:18:156 (5) - x:456, and 01:18:473 (6) - x:148, this is what i think "it doesnt need to have difference spacing each other for building-up because its already have difference on tilt levels", rly im sry for my bad eng, g translate help me a lot for this XD Really good point actually, fixed xD
  8. 01:22:283 (9) - ^, x:44? Done
  9. 01:25:457 (3,4) - theirs head missing whistle? Went for a slightly different pattern, but fixed hs here
  10. 01:26:409 (6) - NC since there is long spin, 13 objects on the plate is quite covered up Whoops, fixed

    nice rain, i enjoy the play, just some spacing bothered me xd Thanks /o/

Thats all~
sry for my bad eng
ask me if there is sth wrong
Good luck~
Thanks for the mods guys!

Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63552
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Fjarlaegur (Cypix Remix)
TitleUnicode:Fjarlægur (Cypix Remix)
Artist:Oskar Schuster
ArtistUnicode:Oskar Schuster
Creator:Jusenkyo
Version:Hyperion's Rain
Source:
Tags:FutureGarage fabuleuxLilly neo-classical classic ambient piano waltz liquid chill cut short version JBHyperion
BeatmapID:1023582
BeatmapSetID:477718

[Difficulty]
HPDrainRate:6
CircleSize:4.3
OverallDifficulty:8.3
ApproachRate:8.3
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"background.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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152,116,59108,2,0,L|104:192,1,90,0|0,0:0|0:0,0:0:0:0:
212,192,59425,1,0,0:0:0:0:
68,192,59584,1,2,0:0:0:0:
320,192,59743,6,0,L|416:192,1,90,8|0,0:0|0:0,0:0:0:0:
256,276,60060,1,0,0:0:0:0:
400,280,60219,1,0,0:0:0:0:
236,276,60378,2,0,L|152:324,1,90,2|0,0:0|0:0,0:0:0:0:
415,358,60695,1,4,0:0:0:0:
271,358,61013,2,0,L|235:274,1,90,0|0,0:0|0:0,0:0:0:0:
344,276,61330,1,0,0:0:0:0:
200,276,61489,1,2,0:0:0:0:
364,276,61648,6,0,P|420:224|356:168,1,180,8|0,0:0|0:0,0:0:0:0:
268,168,62124,1,0,0:0:0:0:
376,92,62283,1,0,0:0:0:0:
232,92,62441,1,2,0:0:0:0:
468,92,62600,1,4,0:0:0:0:
288,92,62917,2,0,L|196:92,1,90,0|0,0:0|0:0,0:0:0:0:
108,92,63235,2,0,L|12:92,1,90
264,192,63552,6,0,L|368:192,2,90,10|0|0,0:0|0:0|0:0,0:0:0:0:
156,192,64029,1,0,0:0:0:0:
300,264,64187,2,0,L|383:312,1,90,0|0,0:0|0:0,0:0:0:0:
140,264,64505,2,0,L|36:264,1,90,4|0,0:0|0:0,0:0:0:0:
192,264,64822,1,0,0:0:0:0:
76,192,64981,1,0,0:0:0:0:
240,192,65140,2,0,L|336:192,1,90,2|0,0:0|0:0,0:0:0:0:
92,108,65457,6,0,L|172:56,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
228,104,65933,1,0,0:0:0:0:
120,108,66092,2,0,L|88:192,1,90,0|0,0:0|0:0,0:0:0:0:
320,192,66409,2,0,L|368:275,1,90,4|0,0:0|0:0,0:0:0:0:
116,192,66727,2,0,L|32:239,1,90,2|0,0:0|0:0,0:0:0:0:
308,340,67044,2,0,L|400:340,1,90,2|0,0:0|0:0,0:0:0:0:
140,336,67362,6,0,L|63:291,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
248,336,67838,1,8,0:0:0:0:
104,340,67997,2,0,L|24:296,1,90,0|0,0:0|0:0,0:0:0:0:
256,236,68314,2,0,L|178:191,2,90,4|0|0,0:0|0:0|0:0,0:0:0:0:
148,232,68790,1,8,0:0:0:0:
292,236,68949,2,0,L|372:192,1,90,0|0,0:0|0:0,0:0:0:0:
208,192,69267,5,8,0:0:0:0:
120,192,69425,1,0,0:0:0:0:
28,192,69584,1,0,0:0:0:0:
192,116,69743,1,8,0:0:0:0:
104,116,69901,1,0,0:0:0:0:
12,116,70060,1,0,0:0:0:0:
260,116,70219,2,0,L|312:192,1,90,4|0,0:0|0:0,0:0:0:0:
400,188,70536,2,0,L|316:227,1,90,2|0,0:0|0:0,0:0:0:0:
208,224,70854,2,0,L|298:224,1,90,2|0,0:0|0:0,0:0:0:0:
64,224,71171,6,0,L|156:224,1,90,8|0,0:0|0:0,0:0:0:0:
264,280,71489,1,0,0:0:0:0:
428,280,71648,2,0,L|508:320,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
192,360,72124,2,0,L|92:360,1,90,4|0,0:0|0:0,0:0:0:0:
208,280,72441,1,0,0:0:0:0:
332,280,72600,1,2,0:0:0:0:
168,260,72759,1,0,0:0:0:0:
40,260,72917,1,0,0:0:0:0:
204,192,73076,6,0,L|300:192,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
348,108,73552,2,0,L|444:108,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
100,108,74029,2,0,L|26:169,1,90,6|0,0:0|0:0,0:0:0:0:
284,164,74346,2,0,L|368:194,1,90,2|0,0:0|0:0,0:0:0:0:
96,236,74663,2,0,L|4:236,1,90,2|0,0:0|0:0,0:0:0:0:
278,194,74981,6,0,L|382:194,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
170,194,75458,1,8,0:0:0:0:
332,268,75616,2,0,L|249:316,1,90
16,312,75934,2,0,L|106:312,1,90,4|0,0:0|0:0,0:0:0:0:
196,312,76251,1,0,0:0:0:0:
88,240,76410,1,0,0:0:0:0:
232,240,76568,2,0,L|156:192,1,90,2|0,0:0|0:0,0:0:0:0:
392,80,76886,6,0,L|312:28,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
272,76,77362,1,8,0:0:0:0:
380,80,77521,2,0,L|412:164,1,90,0|0,0:0|0:0,0:0:0:0:
180,164,77838,2,0,L|228:247,1,90,6|0,0:0|0:0,0:0:0:0:
460,236,78156,2,0,L|376:283,1,90,2|0,0:0|0:0,0:0:0:0:
148,336,78473,2,0,L|240:336,1,90,2|0,0:0|0:0,0:0:0:0:
464,164,78790,6,0,L|387:119,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
300,120,79267,2,0,L|223:75,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
68,192,79742,2,0,L|146:147,2,90,4|0|0,0:0|0:0|0:0,0:0:0:0:
232,272,80219,2,0,L|154:227,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
464,192,80695,5,8,0:0:0:0:
376,192,80853,1,0,0:0:0:0:
284,192,81012,1,0,0:0:0:0:
132,272,81171,1,8,0:0:0:0:
220,272,81329,1,0,0:0:0:0:
312,272,81488,1,0,0:0:0:0:
76,272,81647,2,0,L|128:196,1,90,6|0,0:0|0:0,0:0:0:0:
240,200,81965,2,0,L|156:161,1,90,2|0,0:0|0:0,0:0:0:0:
44,164,82283,2,0,L|134:164,1,90,2|0,0:0|0:0,0:0:0:0:
388,192,82600,6,0,L|480:192,1,90,8|0,0:0|0:0,0:0:0:0:
316,112,82918,2,0,L|396:72,3,90,0|8|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
152,72,83553,2,0,L|48:72,1,90,4|0,0:0|0:0,0:0:0:0:
188,152,83870,1,0,0:0:0:0:
60,152,84029,1,2,0:0:0:0:
204,152,84188,1,0,0:0:0:0:
76,152,84346,1,0,0:0:0:0:
324,152,84505,6,0,L|420:152,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
160,240,84981,2,0,L|64:240,2,90,8|0|0,0:0|0:0|0:0,0:0:0:0:
396,240,85457,2,0,L|470:179,1,90,6|0,0:0|0:0,0:0:0:0:
192,172,85775,2,0,L|108:142,1,90
416,112,86092,2,0,L|508:112,1,90,4|0,0:0|0:0,0:0:0:0:
68,112,86409,5,6,0:0:0:0:
256,192,86727,12,0,90219,0:0:0:0:
SYAHME
I will mod after Jusenkyo update all diff.
Topic Starter
Cowboy
Reply

-[ Asuna ]- wrote:

m4m?! yeah, its m4m i guess
this is my opinions and maybe some suggestion, feel free to deny, but gimme the reason so i can improve my modding skill Let's do it.

[Cup]

  1. 00:14:029 (1,2,3) - these note has different spacing with the other, i could understand with 1.20x for the little emphasize though it doesnt give a lot difference on gameplay but it'll give nice played because it's feels more dynamic, but i dont understand with these 0.8x spacing on triplets (i.g 00:15:933 (1,2,3) - , 00:31:171 (1,2,3) -, etc) , im suggesting to change those 0.8x into your nomal spacing 1.0x, cuz it feels like it restrict the movement Okay. I did, but for consistency I had to apply the same in other triplets.
  2. 00:48:314 (1,2,3) - move to x:144 and then move 00:48:632 (2) - to x:56, it will plays better with more spacing so beginner wont awkward I prefer this over with, therefore I'll leave it like this.
  3. 00:50:219 (1,2,3,4) - do the same as ^ ^. same.
  4. 01:09:267 (5,6,7) - they has odd flow, i dont get any reason why you put 01:10:536 (6) - on the left of (5)'s tail when (7) at the right side, the best way for fix this (if you want to keep (6) on the left side of (5)'s tail) is move 01:10:854 (7) - to x:56, or you move 01:10:536 (6,7,8) - more to the right if you want to keep the flow at 01:10:536 (6,7,8) - Ok, move a bit to the right.
  5. 01:09:267 (5) - btw this note could have an NC Added.

    overall already good, just some spacing could be improved, but its not entirely necessary I do not use much space in these diffs.

[Salad]

  1. 00:14:029 (1) - could stacked with (4), have different spacing seems unnecessary here, it will make some beginner easy to miss since its look like a little jump instead Add a little distance, tbh I do not think that changes anything, so look for another alternative.
  2. 00:21:648 (1) - ^ ^, same.
  3. 00:36:568 (4) - could be more vertically or at least reduce distance between 00:36:568 (4,1) - those, it somehow easy to miss I know it is very easy to fail there, but the space is too small to make it more vertical.
  4. 01:03:552 (1,2,3,4) - could be more curved, so the flow has more movements More curved.
  5. 01:08:949 (2,3) - this spacing quite make confused player, it seems need a jump to catch (3) but its not seems like a jump in-game, beginner will take some effort to catch those I use the same distance 01:07:997 (4,1) - here, I guess you had told me, therefore, I consider this well.
  6. 01:16:568 (2,3) - this also have same problem with previous, although it isnt a big problem because it has inconsistent spacing, consider to make those has consistently on spacing or increase the spacing for the real jump Only some have jumps, so consider that this should not be.
  7. 01:25:457 (1) - missing whistle? Ooops, added.

    some spacing and flow path could be more improved, i dont mention about it cuz i think its not entirely necessary tho Yes, tbh I can not do this diff, but I do what I can, because I will take it into account.

[Platter]

  1. 00:28:949 (4,1) - as what you did at 00:17:521 (4,1) - , i think this could be a hdash, the sound loud enough and it has potential for hdash since it is where when the tone is changed Nice catch, added.
  2. 00:29:267 (1,2,3,4) - this flow feels awkward to me Probably so, but I feel that gives more movement according to the song, but I'll see what I can do.
  3. 00:46:886 (2) - move 2 grid to the right (x:472), the stream's curve seems better Nice, applied.
  4. 00:54:981 (1,1,1,1) - could have more spacing for dashes, at least as what you did at 00:53:076 (1) - or has more spacing Space added.
  5. 01:12:600 (2) - 1 grid to the left for better curves shape Done
  6. 01:13:870 (4,1) - more spacing since dash could emphasize the sound, like x:232 Done.
  7. 01:15:140 (2) - x:448 Done too.

    platter could has more dashes and hdashes, but overall is good Thanks and thanks for the mod owo/


Thats all~
sry for my bad eng
ask me if there is sth wrong
Good luck~ Helpful
Topic Starter
Cowboy

SYAHME wrote:

I will mod after Jusenkyo update all diff.
Ok, you can mod now.
SYAHME

Jusenkyo wrote:

Ok, you can mod now.
Iya da I want to rest, tomorrow okay.
ZiRoX
Mod requested on my queue.

[Cup]
  1. My main issue with this diff is that the section between 00:06:409 - 00:40:378 - is pretty repetitive, with the same rhythms and patterns being used again and again besides a few small breaks, and the density being even larger than that of the Kiai. So a few suggestions to spice things up:
    1. On the beginning you could alternate between 2 stanzas completely mapped (like 00:06:409 (1,2,3) - ) with half-mapped stanzas (like 00:23:552 (1,2) - ) to add some variety in the rhythms.
    2. 00:29:267 (1,2,3) - and similar parts from here onwards, you could replace this 3 circles emphasizing the drums with 2 circles emphasizing the drums, like the following timeline:
  2. 01:11:171 (4,5,1) - I missed some movement in this part ;(
[Salad]
  1. 00:08:632 (2,3) - The distance between these notes is around the same as 00:07:997 (4,1) - , when it's obvious that the strenght of the sounds is clearly different. I'd reduce the distance by moving 00:09:267 (3) - to the left, maybe x:404.
  2. 00:11:171 (3,4) - This distance is really large, as it made me dash, while the song doesn't hint a dash as (4) is a weak piano sound. Reduce the distance between this notes.
  3. 00:18:473 (2,3) - This distance is really ambiguous, as it's large but still walkable. Since the piano sound isn't that strong, I'd reduce it. Additionally, 00:19:425 (4,1) - is really underwhelming, considering (1) is a strong piano + bell sound. A way for fixing both issues at once would be using the following pattern:
  4. 00:20:378 (2,3) - Another distance that is large compared to what the song suggests, consider reducing it.
  5. 00:23:235 (4,1) - And yet another distance that's underwhelming, I'd increase it to add a dash here.
  6. 00:30:854 (4,1) - This distance also feels small, especially considering a similar pattern right before (00:28:949 (4,1,2) - ) requires a dash. I'd suggest moving 00:31:171 (1,2) - to x:256 or even a bit further left.
  7. 00:34:663 (4,1,2) - ^Similar thing for this one.
  8. 00:36:568 (4,1) - The 1/2 dash feels completely out of place. It's the only one you've used in the entire map, and it's a bit awkward to play, since the distance is really large. You can either remove it by using a similar distance as other parts (e.g. 00:32:759 (4,5,1) - ) or reduce the distance (between ~x2.0 and x2.2 distance plays better) and make the 1/2 dash usage a bit more consistent throughout the map, though I prefer simply reducing it.
  9. 00:50:854 (2,3) - The movement of this pattern feels excessive for a Salad, as it requires a lot of back and forth. I suggest you place (3) to the right of the repeat slider, to make this a bit easier.
  10. 00:56:568 (2,3) - ^Similar stuff. Maybe you can move 00:57:203 (3,4) - to x:56 and maybe move 00:57:203 (3,4) - a bit to the right to increase the distance.
  11. Your Kiai Time can be FCed without the use of dashing, although a single pattern (01:14:029 (1,2) - ) prompts players to dash. So you should add some dashes on strong beats.
  12. 01:04:187 (1) - The NC isn't necessary here.
  13. 01:18:473 (2) - Having this mapped as a slider makes you lose the chance to emphasize the downbeat on 01:18:790 - with a new object or even a dash, so I think it's better to split it into 2 circles.
  14. 01:22:283 (2) - ^Same
[Platter]
  1. The intro of your Platter feels a bit bland, and maybe adding a few dashes could help bridging the gap to the Rain a bit. Downbeats like 00:08:314 (1) - , 00:12:124 (1) -, 00:15:933 (1) - , 00:19:743 (1) - and so on could be better emphasized with larger distances.
  2. The part between 00:29:267 - 00:40:378 - could also be made more interesting by using the drum beats to add 1/2 dashes. JBH's Rain has a pretty nice pattern on 00:29:267 (1,2,3) - that could fit nicely on this section (minus the hyperdash). For example, you could do something like the following on 00:29:267 (1,2,3) - :
  3. 00:41:489 (4,1) - Maybe adding a bit more distance (around ~x2.00) to this type of patterns could make this section a bit more interesting, although I like the idea.
  4. 00:52:917 (5,1) - On this type of patterns, maybe you could add a larger dash or even a hyperdash, to start building up to the Kiai. For example, 00:53:076 (1) - could be Ctrl+H to create an HDash.
  5. NCs on 01:04:505 (4,1) - should be swapped. Also, since 01:05:457 (2) - is a downbeat, it could be emphasized by a larger dash.
  6. 01:06:409 (1,2,3) - The sounds on the white ticks are really strong, so they should be emphasized by a bit more movement. For example, the following pattern could work on this part:
  7. Downbeats on 01:08:314 (3,1) - could also be emphasized with a dash/HDash to them.
  8. 01:10:219 (1,2,3) - Now this one requires a lot of movement, so I'd do something similar as suggested previously.
  9. 01:12:124 (1) - This downbeat could also be emphasized by a dash/HDash to it.
  10. 01:13:076 (1) - Same
  11. 01:14:029 (1,2,3) - And the same thing happens here, a lot of antiflow movement, which makes the hyperdash on 01:14:663 (3) - really easy to miss.
  12. I testplayed the rest of the Kiai and it's the same issues over and over, so things I suggested on the last few points also apply to the rest of the Kiai.
  13. 01:19:743 (1,2,3) - Sounds on these aren't so strong, so I wouldn't use 1/2 dashes here.
  14. 01:26:409 - You missed the chance to add a nice ending HDash, you can start the spinner a bit later. In fact, you mapped this note in the Salad.
[Rain]
I loved this diff, so here's my picky stuff:

  1. 00:31:648 (2,3) - I think you can nerf this pattern a bit, as the distances can be a bit tricky and the horizontal slider has a lot of movement. First you can balance the distances a bit by moving (2) to x:260 or around, and then slant 00:31:806 (3) - a bit. Putting the sliderend on x:36 still triggers the hyperdash, but reduces the required movement a bit.
  2. 00:35:616 (3) - Similar thing here, you could slant this slider to make it a bit easier.
  3. 00:36:251 (5,7,8) - Uh, are all the whistles intended or is it a mistake? It sounds a bit spammy to me.
  4. 00:36:251 (5,6,7,8) - Personally I'd prefer if you made this pattern walkable by moving (8) to the left a bit to make it a bit easier, and distinguishable from similar patterns in the Kiai.
  5. 00:47:679 (6,7,8,9) - ^Same
  6. 00:55:298 (4,5,6) - and 00:56:251 (2,3,4,5) - ^Same
  7. 00:59:108 (6,7,8) - and 00:59:743 (1,2,3,4) - ^Same
  8. 01:01:013 (6,7,8) - and 01:01:648 (1,2,3,4) - ^Same
  9. 01:10:060 (6) - Put this note a few gridspaces closer to the previous note, it's really easy to miss the hyperdash.
  10. 01:10:219 (7,8,9) - This pattern is a bit trolling the way it is now, as (7) presents a harsh break after the hyperdash and I often found myself overshooting it. Also, similar patterns have hyperdashes, so it would be nice to make it consistent with the rest. For example, like this:
  11. 01:23:553 (3,4,5,6,7) - Maybe, maybe I'd nerf this a bit.
SYAHME
M4M, from my modding queue.
[General]
  1. 아주 NICE
[Cup]
  1. 01:03:552 (1) - this doesn't feel suitable with slider, please split into hitcircle + hitcircle. Place at 01:03:552 - here & 01:04:187 - here.
  2. There's only minor problems but to me its a little bit boring as the flows is right, left, right & left. Maybe you can make an intense dash because the spacing is too low. Please experiment with different interesting hype pattern because its mostly repetitive.
[Salad]
  1. 00:20:378 (2,3) - why you make such huge space here, there's no strong beat to catch between these notes.
  2. 00:36:568 (4,1) - this almost hard to catch properly, please reduce some distance.
  3. 00:51:806 (4,1) - please reduce some distance, 00:52:124 (1) - move this to the left a little bit.
  4. 01:03:235 (4,1,2,3,4,1,2,3) - this is too sudden, maybe you can make the stream like 'C' & closer to previous hitcircle.
  5. That all, kiai part is okay to me.
[Platter]
  1. 00:19:425 (4,1) - I recommend you to have consistence spacing same as 00:07:997 (4,1) - this, 1.80x to 1.60x for next note.
  2. 00:29:743 (2) - make this a little bit far from the slider tail.
  3. 01:04:981 - make this reverse slider move to x:152.
  4. 01:07:362 (1) - this almost hit the wall please move to the right a little bit.
  5. 01:17:838 (1,2) - move this to x:248 to add more movement.
  6. Kiai part could be add more hyperdash, imo.
[Hyperion's Rain]
  1. Pattern is okay to me, maybe you can make the spacing/distance more solid. There's some awkward movements during testplay because of distance, imo. Btw nice rain.
Good luck on ranking this.
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