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This beatmap was submitted using in-game submission on Saturday, December 23, 2017 at 8:57:22 PM

Artist: Drop
Title: Granat
Tags: Akitoshi Corinn Ascendance ktgster 竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame
BPM: 180.96
Filesize: 3288kb
Play Time: 00:42
Difficulties Available:

Download: Drop - Granat
Information: Scores/Beatmap Listing
---------------
Number of granats ranked in 2017: 1
Number of harumachis in 2017: 12
Number of diffs deleted from this set: 16
Last edited by Sinnoh on , edited 167 times in total.
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this song is sooo cute \o/

General

  • Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song)
  • some diffs either don't have any hitsounds, or sections where hitsounds are missing, if you used hitsound copier on the ones where hitsounds seem to be missing, this is because if there is something off by 1ms( due to rounding errors when copy and pasting sliders/patterns)


Emilia's "rextra"

  • some spacing things don't make sense, for exmaple 00:10:559 (2,3,4,1) - 2, 3 is assumed strong beats in this jump centered map, though 1 has the loud sound.
  • 00:17:522 (2,3) - 3 probably should be the largest of the jumps here.
  • 00:25:148 (1,2) - this should just be a 1/1 slider to match the rhythm you did here 00:26:143 (1) - since these parts are so similar
  • 00:27:469 (2) - also this is top diff, you can make this clickable. just when you do, don't worry about making them readable, a stack would probably work just fine.
  • 00:35:095 (1,2,3,4,5,6) - this pattern should be similar to the others (4 and 6 should be the psuedo stack imo), and yeah you kind of drop the pattern after this anyways which is d.


extra

  • 00:14:206 (1,2,3,4,5,6) - these should work in 3's esp because 00:15:201 (1,2,3,4,5,6) - these are much more working in 3's
  • 00:31:448 (2) - ya I'm just gonna suggest making these clickable again because "why not lol"
  • 00:32:111 - you should consider making some kind of equality between these groups of 6 other than just nc, right now they are just kind of random sharp angled jumps without meaning behind which one is where and angled which way. this is probably more of a personal preference.


another.

  • 00:08:072 (4,1) - you should avoid making the slider move in the same direction that the cursor is coming from.
  • 00:32:111 - this is much more purposeful (in the good way :P)


insane

  • 00:15:367 - skipping this beat doesn't really fit.


hard

  • more of a general thing since you throw it in there every now and then 00:09:233 - this kind of break doesn't fit if you don't do it every time like here as well 00:11:222 -, and I'm sure you can find a reason where in the spots where you don't have the breaks make sense, you could also argue against the breaks such that you shouldn't have them. basically just make it more consistent than it currently is.
  • 00:15:201 (1,2,3) - the only reason I'm pointing this out is because it looks like you care about it, to fix this increase the Stack Leniency to 8 (or some other higher number so this can stack.
  • 00:25:811 (3,1) - this kind of overlapping triggers people super hard so try to avoid it (it happens more


akitoshi, ur not a real toshi so u don't get the fancy formatting
00:28:132 (1) - increase your tickrate to 2 when you are making these sliders so they can be more accurate. also if you do this kind of thing do it more often.

GL
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bor wrote:
this song is sooo cute \o/

General

  • Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song) emilia do something
  • some diffs either don't have any hitsounds, or sections where hitsounds are missing, if you used hitsound copier on the ones where hitsounds seem to be missing, this is because if there is something off by 1ms( due to rounding errors when copy and pasting sliders/patterns) didn't bother with hitsounds, added some temporary ones with the copier

insane

  • 00:15:367 - skipping this beat doesn't really fit. this was mapped on older build, lower audio so I wasn't able to hear the second piano. consider for later

hard

  • more of a general thing since you throw it in there every now and then 00:09:233 - this kind of break doesn't fit if you don't do it every time like here as well 00:11:222 -, and I'm sure you can find a reason where in the spots where you don't have the breaks make sense, you could also argue against the breaks such that you shouldn't have them. basically just make it more consistent than it currently is. Slider on strong violin, no slider on no violin
  • 00:15:201 (1,2,3) - the only reason I'm pointing this out is because it looks like you care about it, to fix this increase the Stack Leniency to 8 (or some other higher number so this can stack. fixed
  • 00:25:811 (3,1) - this kind of overlapping triggers people super hard so try to avoid it (it happens more) i'll get second opinion bc I don't think that's an issue, + required for reading 1/3


GL
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bor wrote:

General

  • Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song)

    perhaps Emilia's Another (5*), Emilia's Extra can stay, Emilia's Pomegranate (because its derived from pomum granatum LOL)


no reply = fix

Emilia's "rextra"

  • some spacing things don't make sense, for exmaple 00:10:559 (2,3,4,1) - 2, 3 is assumed strong beats in this jump centered map, though 1 has the loud sound.
  • 00:17:522 (2,3) - 3 probably should be the largest of the jumps here.
  • 00:25:148 (1,2) - this should just be a 1/1 slider to match the rhythm you did here 00:26:143 (1) - since these parts are so similar
  • 00:27:469 (2) - also this is top diff, you can make this clickable. just when you do, don't worry about making them readable, a stack would probably work just fine.
    i didnt like it that the rest of the ranked granats had clickable beats there, because its pretty bad to play at least imo. might consider it
  • 00:35:095 (1,2,3,4,5,6) - this pattern should be similar to the others (4 and 6 should be the psuedo stack imo), and yeah you kind of drop the pattern after this anyways which is d. yea not fixing cuz i didnt actually intend the pattern xd


extra

  • 00:14:206 (1,2,3,4,5,6) - these should work in 3's esp because 00:15:201 (1,2,3,4,5,6) - these are much more working in 3's perhaps? but i like it how it is
  • 00:31:448 (2) - ya I'm just gonna suggest making these clickable again because "why not lol" same as above :(
  • 00:32:111 - you should consider making some kind of equality between these groups of 6 other than just nc, right now they are just kind of random sharp angled jumps without meaning behind which one is where and angled which way. this is probably more of a personal preference.
    yea preference for me too to keep


reext
Code:
osu file format v14

[General]
AudioFilename: granat.mp3
AudioLeadIn: 2000
PreviewTime: 281
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 281,6249,14206,16196,22164,24153,32111,40068
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:emilia's rextra
Source:
Tags:竜と炎の物語 清風明月 c85 seifuu meigetsu  ryuu to honou no monogatari Dragon and Flame spboxer3
BeatmapID:1247103
BeatmapSetID:572387

[Difficulty]
HPDrainRate:6.9
CircleSize:4.6
OverallDifficulty:8.7
ApproachRate:9.1
SliderMultiplier:1.89999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"2hou works with anything.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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30453,-100,3,2,3,40,0,0
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31821,-100,3,2,3,30,0,0
32111,-100,3,2,2,15,0,0
32152,-100,3,2,2,25,0,0
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36131,-100,3,2,2,25,0,0
38079,-100,3,2,2,30,0,0
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39074,-100,3,2,2,20,0,0
39571,-100,3,2,2,15,0,0
42058,-100,3,2,3,15,0,0


[Colours]
Combo1 : 0,183,91
Combo2 : 217,217,217
Combo3 : 248,58,58

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Title:Granat
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Artist:Drop
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Creator:Sinnoh
Version:emilia's extra
Source:
Tags:竜と炎の物語 清風明月 c85 seifuu meigetsu  ryuu to honou no monogatari Dragon and Flame spboxer3
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The gap between normal and hard is quite high imo mostly in terms of rhythm and object density. Consider adding another diff inbetween

Normal

  • 00:40:068 (1) - personally I think it would look better ot curve this a bit more
    great diff!


Hard

  • 00:24:153 - For this section I think it would be better to use 1.1 DS for 1/2 beat spacing. To increase spacing between objects such as 00:25:811 (3,1) a tiny bit, atm the "every so slight overlap" isn't visually appealing


Insane



The structure of the diffs are very nice, GL!
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Kisses wrote:
The gap between normal and hard is quite high imo mostly in terms of rhythm and object density. Consider adding another diff inbetween ffs more diffs, i'll ask again

Hard

  • 00:24:153 - For this section I think it would be better to use 1.1 DS for 1/2 beat spacing. To increase spacing between objects such as 00:25:811 (3,1) a tiny bit, atm the "every so slight overlap" isn't visually appealing done


Insane



The structure of the diffs are very nice, GL!


Thanks!
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im right on time

sorry for being late real life's a bitch


Akitoshi

00:17:190 (3,4) - seems better as 1/2 slider + circle instead, this way you give more contrast with 00:19:180 (3,4) - which has the more obvious 3/4 sound in it.

k this is like legit the 10th diff of yours ive modded in a short timespan what the fuck


Hard

00:00:612 (2,3,4) - could rotate this and make a diamond pattern and use that to place 1? like this - http://osu.ppy.sh/ss/7716162 (3 is where 1 would go)
00:03:596 (2,3) - you're following DS here but this particular spacing looks kinda ugly to me, try using 1.0 instead?
00:14:206 (1,2,1) - use 120 degree rotations instead of whatever you used for this, would look way better - https://osu.ppy.sh/ss/7716183
00:26:640 (2,1) - ctrl+down and ctrl+right this twice so that the distance isnt messed up by the stack


Ascendance

00:03:596 (2) - consider reverting to full speed on this slider instead, as the music picks back up in intensity pretty quickly
00:09:564 (2) - eh..would prefer the red tick in there to be clickable considering the drum
00:21:998 (4) - dont like the rhythm here, 00:22:164 - is certainly stronger than 00:21:998. Consider ctrl+ging the rhythm of 00:21:832 (3,4).
00:39:074 (4) - not consistent with the rest of your rhythm for this part (circle on the downbeat then 1/2 repeat slider on the red tick)

Consider silencing the tails of your 3/4 sliders


Insane

00:00:779 (3,1) - you dont have to change this, but a tip for the future is that if you ctrl+shift+s to convert 00:01:275 (1) - to a stream, you can overlap 00:00:779 (3) - with the circle that's in the center of the stream and you'll have a perfect overlap pattern.
^Although, you should fix this just by fixing the blanket of 00:01:275 (1) - with 00:00:613 (2) - thanks to the magic power of circles

00:04:592 (2,2) - stack? they're being blanketed by the same slider so they should be in the same position.

00:07:906 (4,1,3) - if you can get these 3 objects to have the same visual spacing, that would be awsome. this - https://osu.ppy.sh/ss/7716259
That's only the first step, it would be neat if 00:07:906 (4,5) - were stacking, no? do some more magic and blam, we get something like this - https://osu.ppy.sh/ss/7716271. (https://osu.ppy.sh/ss/7716280 is the original for reference)

you get a sense of neatness if objects have similar gaps between them. Of course, it's not required by any means, but I think it would help make some of your patterns look a lot neater if you try doing it. 00:16:196 (1,2,3,4,5) - for example looks nice and clean. Something like 00:12:217 (1,2,3,4,5) - does not.

00:15:201 (1) - I get what you're going for but this feels like forced undermapping to me. Not a fan. If you think 00:14:206 (1,2,3,1,2,3) - deserves the intensity of circles, then so does 00:15:201 (1). Both measures have the extended violin(?) sound on it. Maybe you could try using

00:25:811 (2,1) - missed blanket?

not bad, feel like if you clean up some patterns it would look a lot better visually.


Emilia's Another

hey Emilia whats up

just make it ar 8, i love ar 8

good diff, only thing i guess is that the players aren't babies so you can use circles for the 1/3 instead of reverse sliders. they should be able to hit it.


emilia's eXtrA

how are you gonna go harder than this lol

00:03:596 (2) - smh make circles
00:06:746 (2,3) - rotate like -15 for improved visual flow?
00:09:896 (3,1) - try doing an angle blanket here - https://osu.ppy.sh/ss/7716327

in my personal opinion this is a bit excessive but this is 2017 so who cares l U l


pomergraneteate

oh come on still no 1/3 circles instead of reverse sliders o _o
this diff is literally the previous diff except the jumps are like slightly bigger so the SR is slightly higher. doesnt really need to exist, but again its 2017 so w/e lul

good luck Sinnoh, solid set you've got here.
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Hobbes2 wrote:
im right on time

sorry for being late real life's a bitch


Ascendance

00:03:596 (2) - consider reverting to full speed on this slider instead, as the music picks back up in intensity pretty quickly Sure thing. I NC'd it as well to signify the shift in SV
00:09:564 (2) - eh..would prefer the red tick in there to be clickable considering the drum Adjusted!
00:21:998 (4) - dont like the rhythm here, 00:22:164 - is certainly stronger than 00:21:998. Consider ctrl+ging the rhythm of 00:21:832 (3,4). Made things circles.
00:39:074 (4) - not consistent with the rest of your rhythm for this part (circle on the downbeat then 1/2 repeat slider on the red tick) Stuff

Consider silencing the tails of your 3/4 sliders sinnoh help

good luck Sinnoh, solid set you've got here.


Thank you!

Code:
osu file format v14

[General]
AudioFilename: granat.mp3
AudioLeadIn: 2000
PreviewTime: 281
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 281,6249,14206,16196,22164,24153,32111,40068
DistanceSpacing: 1.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Ascendance's Light Insane
Source:
Tags:Akitoshi Corinn Ascendance Emilia Estellia 竜と炎の物語 清風明月 c85 seifuu meigetsu  ryuu to honou no monogatari Dragon and Flame
BeatmapID:1255280
BeatmapSetID:572387

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CircleSize:3.8
OverallDifficulty:7.5
ApproachRate:8.6
SliderMultiplier:1.69999990463257
SliderTickRate:1

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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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Rhythm Incarnate
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General
  • Kinda sad that the last half of the map has 0 hitsounds to follow the piano correctly, feels really empty.


Emilia's Pomegranate
00:06:083 (5) - please reduce the spacing of this note, it doesn't need such emphasis.
00:18:682 (3,4) - kinda unconfortable to play, maybe you can replace the 1/2 slider by 2 circles instead like you usually do previously?
00:19:677 (2,3) - is that low spacing is here for some reasons?
00:39:737 (5) - reduce spacing of this note please a bit.


Emilia's Extra
00:04:922 (3,1) - flow problem here, the transition you make with 00:04:922 (3) - is going down, but you actually going upwards, which feels unconfortable to play since you won't follow the whole slider here.


Expert
00:10:891 (4,2) - try to avoid this overlap please?
wow that diff is really cool!


Emilia's Another
00:17:025 (4,1) - spacing is really low, consider reducing 00:17:025 (4) - this cause it needs less emphasis, so 00:17:190 (1) - 's clap can have his proper clap emphasis correctly.
00:20:174 (1) - can you make this shape more even please ?
00:35:592 (1,1,1,1,1) - why the comboing here is unconsistent with your other diffs ?


Insane
00:25:148 (1) - there's no sound on slider end
00:29:127 (1) - ^
00:33:105 (1) - move it slightly on the left to avoid small overlap with 00:32:442 (2) - approch's xd
nice diff too!


Ascendance's Light Insane
Ascendance big fan!!1
00:01:938 (3) - this shouldn't end on blue tic dude, there's litterally no sound, or just mute slidr end idk. i'd consider removing the slider and only placing one circle.
00:03:596 (2) - x96 y60
00:04:259 (1) - stack the end on 00:03:928 (3) - 's head pls
00:09:564 (2) - dafuq is that rythmn, you skip clap 00:09:730 - here..
00:30:784 (1,3) - stack
00:40:068 (1,2,3) - make those reverse maybe


GL~
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Beatmap Nominator
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til i make good expert

Hobbes2 wrote:
im right on time

sorry for being late real life's a bitch


Hard

00:00:612 (2,3,4) - could rotate this and make a diamond pattern and use that to place 1? like this - http://osu.ppy.sh/ss/7716162 (3 is where 1 would go) I only want that loud xylophone clickable for when it's available
00:03:596 (2,3) - you're following DS here but this particular spacing looks kinda ugly to me, try using 1.0 instead? reduced
00:14:206 (1,2,1) - use 120 degree rotations instead of whatever you used for this, would look way better - https://osu.ppy.sh/ss/7716183 not sure what you're asking because I am using 120 degree rotations already, but polished up spacing anyway
00:26:640 (2,1) - ctrl+down and ctrl+right this twice so that the distance isnt messed up by the stack my right key is broken ;-;


Insane

00:00:779 (3,1) - you dont have to change this, but a tip for the future is that if you ctrl+shift+s to convert 00:01:275 (1) - to a stream, you can overlap 00:00:779 (3) - with the circle that's in the center of the stream and you'll have a perfect overlap pattern. til, I would have applied this, but that'd ruin the straight line from 00:00:281 (1) -. Doesn't make too much of a difference so I'll leave it
^Although, you should fix this just by fixing the blanket of 00:01:275 (1) - with 00:00:613 (2) - thanks to the magic power of circles i don't see how this blanket can be improved further besides 1x ctrl-down

00:04:592 (2,2) - stack? they're being blanketed by the same slider so they should be in the same position. yup

00:07:906 (4,1,3) - if you can get these 3 objects to have the same visual spacing, that would be awsome. this - https://osu.ppy.sh/ss/7716259
That's only the first step, it would be neat if 00:07:906 (4,5) - were stacking, no? do some more magic and blam, we get something like this - https://osu.ppy.sh/ss/7716271. (https://osu.ppy.sh/ss/7716280 is the original for reference) did the straight line thing

you get a sense of neatness if objects have similar gaps between them. Of course, it's not required by any means, but I think it would help make some of your patterns look a lot neater if you try doing it. 00:16:196 (1,2,3,4,5) - for example looks nice and clean. Something like 00:12:217 (1,2,3,4,5) - does not. all of these were placed randomly, polishing time

00:15:201 (1) - I get what you're going for but this feels like forced undermapping to me. Not a fan. If you think 00:14:206 (1,2,3,1,2,3) - deserves the intensity of circles, then so does 00:15:201 (1). Both measures have the extended violin(?) sound on it. Maybe you could try using i think you didn't finish your
But as for why I did this, I literally cannot hear the second measure of high pitched sounds, hence why I didn't map them on any of my diffs. I'll assume that they are less intense if there are any, so they aren't mapped.


00:25:811 (2,1) - missed blanket? fixerood


expert
literally perfect

not bad, feel like if you clean up some patterns it would look a lot better visually. ffs i hate polishing patterns lol

good luck Sinnoh, solid set you've got here. thanks!



Sotarks wrote:

General
  • Kinda sad that the last half of the map has 0 hitsounds to follow the piano correctly, feels really empty. WIP, aka too lazy rn


Expert
00:10:891 (4,2) - try to avoid this overlap please? fix
wow that diff is really cool! i can't tell if this is sarcasm because of how it's written


Insane
00:25:148 (1) - there's no sound on slider end will add green point to reduce volume, but there's enough sound on the first one.
00:29:127 (1) - ^
00:33:105 (1) - move it slightly on the left to avoid small overlap with 00:32:442 (2) - approch's xd fixed
nice diff too!

GL~ thanks!
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Spinner Sage
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M4M. :)

This is my first time really modding, so...expect what you expect.

Akitoshi's Normal
00:24:153 - Because of the sudden dynamic dip in the music, I would suggest accommodating for that with quieter hitsounds -- maybe bring it from 50% to 40%, like in Hard.


Hard
00:00:281 (1,2,3) - This phrase is identical to the one that succeeds it, yet the object placement is different. I think changing it so that it's the same rhythm as 00:01:275 (1,2,3) would flow better.
00:24:153 - I think the distance snap that you default to here can afford to be a bit larger. Some of the objects feel a bit too close together.
00:32:111 - You decrease the hitsound volume yet increase the default distance snap. Any particular reason why these elements go in opposite directions? If not, I think it would make more sense to either decrease the default snap or inherit what you had from the last section.


Ascendance's Light Insane
00:00:778 (2,3) - The white tick on (2)'s slider-end feels to me like a more important beat than the red tick that immediately succeeds it. The way it's mapped emphasizes the less important beat. I think a rhythm like this would make more sense: Image
00:01:938 (3,1) - I don't see why you have (3) as an extended slider. I don't see it emphasizing any particular note or rhythm. If you keep it as an extended slider, though, you should bring (1) closer to the slider end so that there's some more overlap. (You could also make it further away, but since this is light insane, I would favor making it closer: it's easier to read.)
00:03:928 (2) - Maybe pull this down so that the head directly meets the tail of the next slider? This would be at x=159 y=170.
00:03:928 (2,2) - Objects are a bit too close...although I have the same rhythmic qualms with this as I did in the beginning. I would suggest a circle followed by a half slider (that's what they're called right? I'm bad at remembering lingo) rather than a half slider followed by a circle.
00:14:206 (1,2,3,4) - I just wanted to give you kudos for this pattern: it's very symmetric and sexy.

Everything else looks good.


Insane
00:22:330 (2,1) - Placing these two circles closer together would emphasize the subsequent strong beat more.


Emilia's Another
00:24:153 - The hitsound volume goes from 50% to 15% and immediately back to 50%. Is there a reason for this? I think the volume where I highlighted should be at around 40%, since the music's softer here. Also, don't forget to add hitsounds to this section.
00:34:100 - Before here, the beat movements and NC's asserted a 3-2 subdivision. The beats went (1, 2, 3), (1, 2, 3), (1, 2), (1, 2), (1, 2). But after this point, it switches rhythm even though the musicality stays largely the same. Why did you switch like that? I was expecting (1, 2), (1, 2), (1, 2) at 00:35:095, and I think with the way you established the rhythmic idea, that would be universally more intuitive and more reflective of the song.


Expert
00:38:079 (1,2,3,4,5,6) - This is the only combo that doesn't have locally consistent rotational flow. If this is intentional, you may want to emphasize the differentiation with new combos on (3) and (5).


Emilia's Extra
00:33:105 (1,2,3) - The combos before and after this point exhibited an interesting pattern -- that is, (1) and (3) came back to close to the same spot. What I highlighted here deviates from that pattern. Any particular reason why? I think that would be an interesting motif to extend throughout the entire phrase.


Emilia's Pomegranate
00:35:095 (1,2,3,4,5,6) - Like in extra, you had an interesting motif going on up to this point. This time, (4) and (6) would bounce back to the same spot. This pattern changes that, though, and I don't really see why. The patterns after that don't appear to be related to one another anymore either. I think maintaining that idea throughout would be a nice touch.


Good luck!
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Beatmap Nominator
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dafuq just use normal english it's not the first language for everyone here
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Rhythm Incarnate
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Sinnoh wrote:
dafuq just use normal english it's not the first language for everyone here

I was like, "get a translator then," but then I read the mod

now I'm like "lol"
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Sinnoh wrote:
dafuq just use normal english it's not the first language for everyone here

I'm sorry. I didn't know your English was limited. It wasn't my intention to be overly verbose; that's just how I normally write.

If you want, I can revisit the points I made and try and generalize my suggestions and simplify the wording. If you can't understand what I'm saying, then I'm not doing you any good.
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