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Camellia - d:for the DELTA [CatchTheBeat]

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Topic Starter
CLSW
This beatmap was submitted using in-game submission on 2022년 5월 23일 월요일 at 오전 9:53:59

Artist: Camellia
Title: d:for the DELTA
Tags: cametek かめるかめりあ kamelcamellia C88 Kamel PLANET//SHAPER PLANET SHAPER dnb dubstep drumstep drum and bass
BPM: 174
Filesize: 11630kb
Play Time: 05:21
Difficulties Available:
  1. Dereliction (5.56 stars, 1248 notes)
Download: Camellia - d:for the DELTA
Information: Scores/Beatmap Listing
---------------
hitsounds from ProfessionalBox's mapset

lul

CWC 2018 Quarter-Finals Tiebreaker map
Colin
Zz
autofanboy
:O
Des9
I love this mapping uwu
maciek0421
As always - really good map. I love them. ;) I will write there what I would change.

(Entire map) - What's going on with this grid snap?

00:56:636 (4) - I would tilt it to the right a little bit.
01:05:084 (3,4) - That is weird moment. (My proposition: (1)x=212 (2)turn horizontally, x= 345)
01:15:601 (4,1) - Maybe you could move them apart from each other?
01:19:912 (4) - I would move it to the right.
01:23:877 (3) - ^^^^
01:47:670 (5) - ^^^^ but to the left
01:55:601 (4,1,2) - For me, 4 and 1 are too close.
01:56:981 (3,1) - ^^^^
02:06:636 (4,1) - ^^^^
02:07:153 (3,4) - This is too static. You could move (1) to the left or right. (For example: rotate hor. and x= 500)
02:08:647 (1,1) - I think that new combo is not necessary there.
02:56:636 (2,3) - I would move them apart.
03:37:671 (3,4) - ^^^^
03:39:050 (4,5) - ^^^^
03:40:429 (4,5) - ^^^^
04:05:429 (4) - ctrl+g?
04:13:705 (4) - I would move it a little bit to the right.

I usually make pretty hard maps so my advices would make this map a bit more difficult.
I won't be surprised if you don't use any of this propositions.

Good luck! :D
Topic Starter
CLSW
01:04:739 (1,2,3,4) - The pattern set here is the flipped version of 01:04:049 (1,2,3,4) - to make a difference, and I think its transition wasn't not bad so it's okay for me
01:15:601 (4,1) - I think it'll hurt its visual and make a bit of edge dash problem there, so I don't think it's my favorite way to increase the difficulty :(
01:55:601 (4,1,2) - I don't want to make more distance there because of its anti-flow
01:56:981 (3,1) - ^
02:06:636 (4,1) - ^
02:07:153 (3,4) - This is intended with background music, its wobble sound temporarily stops here so I made this
02:56:808 (3,4) - Not really necessary though due to its design
03:39:050 (4,5) - Same reason as 01:15:601 (4,1) -
04:05:429 (4) - Uh no, I felt like this flow does more make sense

The rest were fixed, thank you very much!
YukaRei
Hello c:/ Here because the m4m, I don't know if this will help you or compensate the mod but I'll do my best. My skill sucks

By the way, very good map, is pretty amazing. What's this? the definitive CLSW mapping style c;

[Dereliction]

01:13:532 (7) - Reduce the distance to the next note.
01:15:774 (1) - Reduce the previous distance.
01:21:291 (4) - ^
01:24:049 (4) - ^
01:29:567 (1,2,3,4) - Try scaling these to 1,150, It feel more fluidity.
01:40:601 (1) - I think is my skill but this antiflow is a little hard, my suggestion is reduce the distance to the prev note.
01:52:670 (2,3,1,2,3,4,1,2,3,1,2,3) - Well, this pattern give me lots of fail. Idk if it is rankeable but i supose it is, my only suggestion is reduce the distance between sliders a little.
01:57:153 (1) - Try to make it closer to 01:56:981 (3) -
01:58:187 (2,3,1,2,3,4,1,2,3,1,2,3) - Here too, try reducing the distance.
02:01:636 (1,2,3,4) - For this one my only suggestion is make the sliders diagonal.
02:03:705 (2,3,1,2,3,4,1,2,3,1,2,3) - Same as prev. The distance between sliders
02:06:808 (1) - Closer to 02:06:636 (4) -
02:07:153 (3,1) - How about an hyperdash from 3 to 1? In my opinion looks good, 02:07:412 (1) - I used X:368 in this.
02:07:412 (1,2) - In the previous between these two you have an hyperdash, If you want to keep it try X:71 in 02:07:671 (2) -
02:11:808 (2,3,4,1,2,3,4) - In this part the circle-to-slider part feel forced, my suggestion is to reduce the distance between 02:11:981 (3,4) - 02:12:325 (1,2) - and 02:12:670 (3,4) -
03:26:118 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Again, try to reduce the distance, the patron is very good and fun for those who can play it, that's why my only suggerences are about distance.
03:37:670 (3,4) - Reduce the distance between these two.
03:39:050 (4,5) - Same
04:04:049 (1) - The antiflow again.
04:10:946 (4,5,6,7) - Scale 1,150 if you want, not much difference but looks good.

That's all, awesome map, I hope you can rank it c:
Topic Starter
CLSW
01:13:532 (7,1) - This one shall have the same distance with 01:13:187 (5,6) - to make the actual symmetric design
01:40:601 (1) - Even this one can be considered to be reduced I wanna keep its distance because still I can catch them properly and I prefer the design with this slider speed ;)
01:52:670 (2,3,1,2,3,4,1,2,3,1,2,3) -

As you can see from this video, I do not think this one is hard for overdose players, at least the old fashioned I can do this <: Also if I try to reduce the distance the design won't be satisfied at all :<
01:58:187 (2,3,1,2,3,4,1,2,3,1,2,3) -^
02:03:705 (2,3,1,2,3,4,1,2,3,1,2,3) - ^
02:01:636 (1,2,3,4) - fixed into something more interesting design
02:07:153 (3,1) - I feel the music has lower tense and it fits with 'stop' flow imo.
02:07:412 (1,2) - It doesn't feel that much good with there, since it's pretty different with the previous one because it has wobble sound.
02:11:808 (2,3,4,1,2,3,4) - imo the patterns fit very well with music and that's the minimum HDash distance for its bpm
04:04:049 (1) - Same reason as 01:40:601 (1) - .

Rest of things were fixed, thank you!!
MBomb
rank this <3
Aerene
From my queue \o. Sorry for being late, but I am here

Not a fan of the current mapping style, but I hope my mod won't do any harm to it.


[Dereliction]

  • 01:34:394 (1) - , 01:42:670 (1) - , etc. Ending the slider on the blue tick would feel nicer.
    00:42:325 (1,2,3) - Would be better if you would make this the same like in 00:31:291 (1,2,3) -, but still in the center.
    01:17:498 (6,7,1) - I expected this one to go left and right
    01:24:222 (5,6) - The H-dash should start on (5) and not on (6).
    01:31:636 (1) - Would make this further for more emphasis.
    01:33:705 (4,5) - Would just make them a simpler slider.
    01:50:946 (1,2) - I feel like (2) is just a visual aid, but it doesen't look good in my end. I would just delete (2) then extend (1).
    01:55:429 (3,4,1) - I had trouble catching these ones despite I retried the map over and over.
    02:03:015 (3,4,5) - I would ctrl+g this one. Making (3) further and (5) closer would reduce the harshness a tad bit.
    02:10:774 (4,5,6) - This one really is out of the blue.
    02:11:291 (7,8) - Without hitsounds, you would clearly hear that (8) doesn't have a promimnent sound unlike (7). (8) doesn't deserve a H-dash
    02:56:808 (3,4,1) - It would be better if you would start showing hypers on 02:57:153 (1) - and not on 02:56:808 (3) -. I didn't felt any hype there
    03:23:016 (2) - I really feel this one is special other than the other notes. I would extend the slider to the blue tick and make it look more different than the others.
    04:57:498 (2) - Why is this not a hyper?
Topic Starter
CLSW
01:34:394 (1) - , 01:42:670 (1) - Those sliders follow its drum bass and kick, not synth sounds and I feel they are my best for me
01:24:222 (5,6) - See, I followed its 'scale' not 'tone', if I tried to map this part with its tone then you were right, but I mapped it for scale so not necessary. You can hear the scale on 01:24:222 (5) - is higher than 01:24:394 (6) - .
01:31:636 (1) - Not really a necessary thing imo, in general of kiai part I used proper distance snap
01:33:705 (4,5) - It will break its consistency of usage and distance so no :(
01:50:946 (1,2) - Personally this is my good thing for its design
01:55:429 (3,4,1) - Practice it! This is pretty easy if you have been accepted in back and forth movements you can do very well.
02:03:015 (3,4,5) - To make its tone fits with the object distance, this is the finest way of usage. 02:03:015 (3,4) - shall be shorter than 02:03:130 (4,5) - .
02:10:774 (4,5,6) - I don't know what you mean but this one doesn't seem bad in any kind of sights
03:23:016 (2) - I cannot think its speciality of this one with the others though, if you can explain more with proper things I could understand. At least I followed with its voice sampling so it doesn't feel special for me
04:57:498 (2) - Not yet to be HDashed, its tone accelarates until 04:58:532 but no specially scale changes at all.

The others were fixed, thank you!
Spectator
  1. Difficulty Spread : ok
  2. Unsnapped objects : ok
  3. Audio bitrate over 192 kbps : 128;;
  4. Misc. Setting : ok
  5. Metadata Issues : ok
  6. Timeline Issues : 전반부에 필요없는 inherited points 정리해주셔도 될듯
  7. Combo Colors : 전반적으로 색깔이 조금 안 어울리는데 http://puu.sh/vTPCJ/1db0b8a946.png 이런식으로 해보시는게
  1. 01:11:636 (4) - 슬라이더 살짝 왼쪽으로 옮기는 게 좋을거 같아요
  2. 01:21:981 (1,2,3,4,5,6,7) - 흐름이랑 살짝 어긋나서 생각보다 틀리기 쉬운데 (https://osu.ppy.sh/ss/8116572) 이런 식으로 해보시는게 어떨까요
  3. 01:46:463 (5,6,7,8,1) - 여기 무빙이 부자연스러운데 (https://osu.ppy.sh/ss/8116591) 사진처럼 해보시는건 어때요
  4. 01:50:946 (1,2) - 이 부분은 조금 undermapped 된듯한 느낌이 드네요 개인적으로 뒤의 1/4을 살리면 좋을것 같아요
  5. 01:52:670 - 이 부분부터 연타에 드럼 사운드를 넣으셨는데 개인적으로 슬라이더 헤드를 노말로 처리하고, 테일을 soft로 처리하는 게 더 자연스럽고 재밌을 것 같아요 정 안되면 Sampleset:normal이라도 조금 추가해주세요
  6. 02:12:498 (2,3,4,1) - 저는 상관없는데 이 부분은 아마 다른 BN한테 지적받을 가능성이 높은데 조금이라도 스페이싱 줄여보시는 게 어때요
  7. 02:35:774 (4,5) - 이 부분은 이전보다 사운드가 강한데 스페이싱을 조금 높이고 4~5 사이를 하이퍼 처리하는 것도 좋을 것 같아요 (4 테일에 whistle 넣어도 어울리네요)
  8. 02:36:463 - 음악에 비해 슬라이더 살짝 느린거 같네요
  9. 02:57:153 - 사운드가 점점 강해지는 파트인데 슬라이더 배속도 그에 맞춰서 조금씩 늘려주면 더 인상깊은 파트가 될 것 같네요
  10. 03:28:877 - 슬라이더 배속 조금만 늘려주세요
  11. 03:31:636 - 키아이 파트에 위에 지적한 부분들 반복적으로 또 나오던데 알아서 수정해주실거라 믿습니다
  12. 03:48:187 (1,2) - 지금 패턴이 들어가도 될 정도로 음악이 강렬한 파트인지 모르겠어요 연속해서 두개가 나오는데 둘 중 하나라도 조금 변용성을 추구해보시는게 어떨까요
  13. 04:15:774 - 키아이 이후에 나오는 1/4 점프들이 키아이 파트에 나오는 점프들 수준으로 나와서 부자연스럽네요 음악이 조금 더 강렬한 파트인 만큼 둥근 연타도 조금 섞고, 하이퍼도 줄이는 게 좋을 것 같아요
  14. 04:37:843 - 이 파트도 마찬가지인데 DnB 느낌이 더 강하게 나는 파트라 1/4 점프보다는 이어지는 연타 패턴이 전반적으로 더 어울리네요
  15. 04:48:187 - 이 부분 sound effect가 묻혀서 아쉽네요
Topic Starter
CLSW
01:46:463 (5,6,7,8,1) - 킥사운드에 맞춰 꺾는 패턴 연출을 위해서 이렇게 할 수밖에 없었네요
01:50:946 (1,2) - 01:51:636 (2) - 에 붙은 힛사 뒤의 공백감이 좋아서 이대로 놔두고싶네요
02:36:463 (1) - 가속구간과 느린구간을 명확히 구분하고있고 개인적으로 저는 이곳은 느려도 된다고 생각하기에 놔둘게요
03:31:636 - 03:35:085 (4) - 이 부분은 수정했으나 03:59:136 (8) - 여긴 상기한 이유로 놔뒀습니다
04:15:774 - 분위기 자체가 확실히 이전 키아이 부분보다 다운그레이드 되긴 했지만 다운그레이드 된 점이 신스음 하나가 빠진것이 전부인걸 감안해서 둥근연타는 쓰지 않았지만 하이퍼대시는 줄였습니다
04:37:843 - 개인적으로는 오히려 DnB느낌이 강하게 나기때문에 지금 형태의 흐름이 더 어울린다고 생각해요

언급되지 않은 부분은 다 고쳤습니다 특히 힛사 부분에서 도움 많이 받았어요. 감사합니다!
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