



256,236,82745,2,0,B|256:146,1,90
344,16,83118,5,0
168,368,83490,1,0
344,104,83863,1,2
168,280,84236,5,2
344,192,84608,1,0
168,192,84981,1,2
344,280,85354,5,2
168,104,85726,1,0
344,368,86099,1,2
This means i acceptTshemmp wrote:
[Insane]
Ich weiß wegen der AR... 9 passt irgendwie nicht so zum Song. Allerdings sind manche Jumps auf AR 8 auch eklig zu spielen. Aber da es schon eine AR 9 Diff gibt, würde ich die AR hier auf 8 setzen. AR8 spielt sich bei der diff widerlich. Was ist so schlimm daran wenn 2 Diffs die selbe AR haben?
00:44:351 - die rote Timing Section muss 00:44:361 sein (wie in allen anderen Diffs) ka wie das passiert ist. Ausgebessert!
01:07:456 (1,2,3,4,5,6,7,8,9) - soll der Stream so unsymmetrisch sein? Ist jetz' symmetrisch
01:19:577 - hier würde ich auf jeden Fall etwas mappen, die Lücke passt nicht ma sehen wie es jetz ist.
01:20:695 - ^ ^
01:21:813 - ^ Unsicher ... weil ein Jump entsteht ... ma schaun
01:22:745 (1) - NC hier passt nicht, vom Song her gehören 01:22:000 (1,2,1) zusammen, das sollte auch von den Combofarben und in der Map ersichtlich sein. Was Neues kommt dann 01:23:118 (2), deshalb sollte nier die NC sowie der Slider anders angeordnet sein, denn momentan sieht es so aus, als gehörten 01:22:745 (1,2) zusammen, was sie von Song her nicht tun. Außerdem passt es nicht, dass 01:23:118 (2,1,2) vom Song her zusammen gehören, es aber in der Map überhaupt nicht sind. Man kann es zum Beispiel so machen:
Du musst halt 01:23:490 (2,3,1,2,3,1,2,3) so nach unten verschieben, dass der Circle, mit dem du den Slider bei 01:23:118 ersetzt noch über die anderen drüber passt.SPOILERZiemlich gut :3 Ich übernehm den Code256,236,82745,2,0,B|256:146,1,90
344,16,83118,5,0
168,368,83490,1,0
344,104,83863,1,2
168,280,84236,5,2
344,192,84608,1,0
168,192,84981,1,2
344,280,85354,5,2
168,104,85726,1,0
344,368,86099,1,2
Tshemmp wrote:
[General]
Ein bisschen komisch finde ich, dass 3 GDs den Namen ihres jeweiligen Guestmappers enthalten, 2 jedoch nicht. Du solltest es konsistent machen. Ich werd Nitojgrem dazu "zwingen" es in CTB Rain umzubenennen, was den Taiko Diff betrifft, es wäre komisch, das der nicht Ono's Taiko Oni heißen würde, da der Diff-Name schon fame ist. Falls du "Jenny" meinst: Er bestand drauf, den Diff so zu nennen. Weil er es sonst Jenny's Lunatic nennen würde. orz Und Lunatic mag er es auch nicht nennen.
[Normal]
01:00:758 (3,4) - (3) legt sich ja noch einigermaßen gut um den Anfang von (4), aber 4 ist irgendwie zu eckig und legt sich nicht gut um das Ende von (3). Das Problem ist hauptsächlich, dass sich ein Slider um den anderen legt, der andere sich aber nicht um den einen. Entweder beide oder keiner, da sie so zusammen gehören. (Oder meine Augen sind einfach nur kaputt). Ich hab's geändert, sollte jetzt eigentlich ganz okay sein.
[Easy]
00:38:771 (4) - noch ein Repeat hinzufügen mit einem Finish drauf? Nein, ich hab diesen Vorschlag zichmal abgelehnt, sorry.
Sehr rundes, sauberes Mapset, mit schönen Slidern. owo/
eldnl wrote:
[Nito's CTB Rain]You need to ask for more mods, good luck ! thank you! :3
- First off, what's the point to make the entire difficulty a damn jump? Really, it is just annoying, even in the slow parts there are random jumps = =' well, I can understand when you say this (and you gave a reason, thanks :3) but I can't agree with "randomness". And otherwise... I think it's here as well a matter of the personal opinion, so what you like and what not. I know this is a complete jump map but with future maps I'll really consider it more :3
- 00:06:535 (2,3,4,5,6) These streams are so annoying when they're not well used, I suggest to change this pattern. We talked shortly ingame about this and you now my answer... I won't change it^^
- 00:07:281 (2,3,4,5,6) ^ Same as above. I. Agree.
- 00:31:131 (2,3,4,5,6,7,8,9) I'm okay with patterns like this, but trying to put a very hard jump between (5,6) is not a good idea, playing a jump that is between the Hyperdash and No-Hyperdash is not fun and sometimes is quite hard, please reduce the distance. Sure... I wasn't that confidient with that part by now and this helped a bit to make it better, so changed with the help of Drafura's mod as well :3
- 00:35:417 - In my opinion this is a slow part, there shouldn't be that big jumps, strongly suggest to change it and make something more "interesting". hmm, well I could (!) agree that it's a bit boring but well, imo these jumps still fit to the music because it's kind of a... uhm.. "increasing of... maybe tension (?)" all the time... and then after the half I want to decrease it so it can start from new with the repetation afterwards. (yes, my English is bad >>)
- I think you should consider everything above to the second half of the map, because you uses copy-paste. thanks for reminding me >_>
Drafura wrote:
[Nito's CTB Rain]
00:26:473 (5,6,7,8,9) - ugly, make a simple curve ? fix'd =w=
00:31:131 (2,3,4,5,6,7,8,9) - Non-sense with the timeline, if you want to map the piano here you should use THIS timeline (The first slider is the same as yours). Defenetly, changed.
00:43:243 (10) - This slider should end at : 00:44:174 - Check pattern to avoid stupid jump. Fix'd (and the slider reverted)
00:44:361 - to end : What about finding some new patterns instead of copy pasting ? I know that I used c&p in this map... but I made the decision for using it and won't change it this time. I know that c&p is often a bit boring because it's just the same but reverted... but in the case of this ZUN song (who makes mostly repeating rhythms >:) I think c&p isn't that bad thing because (at least for me) the second part, so the reversed one, is even harder than the first D:
Thank you all for your help! :3LKs wrote:
hi ctb mod as pre your req
sry for the long delay and my poor CTB skill
overall the map is quite challenging and interesting. I found no severe issues and here are my suggestions
00:29:734 (8,9) - move 8 and 9 to this place shown in the pic http://puu.sh/Zetp to get a better turn fix'd
01:12:683 (5,6,7,8,9) - ^same issue same answer
don't point out jumps and streams since they can be caught as long as one‘s competent. GL thanks :3
Thank you for your time Deif! :3Deif wrote:
[Nito's CTB Rain]
Disable Letterbox during breaks, as you don't have any break. I didn't do that? lol... fix'd
00:11:753 (1,2,3,4) - I'd put (2) a bit closer to (1), and make (3) HDashed by moving (4) more to the left. Should be okay now o.o
00:54:982 (1,2,3,4) - ^ (mirrored) ^
00:24:982 (1) - Move it a few grids to the right, to avoid the stack with (6). <x:456> is ok. Mhh, okay, changed and I moved 00:25:728 (3) - as well to the left for the sake of symmetrie :3
01:08:211 (1) - ^ (mirrored) Same
00:55:634 (1) - This spinner is too close to the previous note. Make it 1/4 shorter at the beginning. Ah, my mistake. This spinner should start on the red stripe, not the blue like 00:12:498 (1) ^^" fix'd
Discussed some other pattens via IRC. This diff looks much better than the 1st time I saw it ^^. Great to hear ^-^
UPDATEDeif wrote:
Dadadadaaaaa dadada dadadadadaaaaaaa ♪♫♪♫
[Insane]
Your 3rd uninherited timing section is 10 ms earlier than the rest of the diffs. It should be placed on 00:44:361. Remember to resnap all the notes of that section and the Kiai#3 points to the correct timing! o.o it is already like this
Also, the combo colors are different from the rest. If that wasn't intentional use these ones: thanks, didn't noticed
Combo1 : 47,140,255
Combo2 : 255,104,32
Combo3 : 170,0,0
Combo4 : 252,54,54
00:10:076 (1,2,3,4) - It feels quite empty for being an Insane. Can you add some more notes there? I think it is nice how it is. In my opinion it supports this part 00:11:566 (1,2,3,4,1) - It has this boom at the end. I would describe it like a crescendo or so.
00:12:498 (1,2,3) - Those sliders felt a bit odd while playing. Try a formation like THIS. ok
00:21:815 (9) - I don't really agree about stacking that note. I think it fits kinda. But to be honest i don't know where i should place it ._.
00:44:537 (2,3,4) - That triplet is completely unintuitive, as it's covered by the previous stream's hitbursts. Can you move it somewhere else? That is really hard to do. I tried to make it better but it may be for the worse D: not sure at all about this one
00:48:823 (1,2,3,4) - Those jumps are a bit extreme in that part of the melody imo. Consider reducing a bit the distance between them. I reduced it a little now.
------------------------
Deif wrote:
Dadadadaaaaa dadada dadadadadaaaaaaa ♪♫♪♫
[Normal]
OD 4. 5 is a bit high for a Normal. Okay.
00:17:529 (3,4) - According to the long trumpet note, both circles can be converted into a single slider. Changed, and the parts until the 1st Spinner.
Seems like you forgot about whistles in Kiai#2... How about adding some in the points with higher notes? Like 00:29:454 (4) - start and end, or 00:33:927 (1). No, I am pretty sure with my Hitsounding, it's fine.
Good luck with this mapset, Stefan! Thanks \:D
please no What's the point of using 2/4 when it can be successfully replaced by 4/4 without any difference?those wrote:
Time signatures:
- 00:12:312 - 2/4
- 00:55:541 - 2/4
This is completely wrong.those wrote:
Time signatures:
- 00:01:132 - 6/4
- 00:03:368 - 4/4
I already told those that there is no 2/4, and yes, 4/4 is the same here.TicClick wrote:
those wrote:
Time signatures:
- 00:12:312 - 2/4
- 00:55:541 - 2/4
[Download link]Chewin wrote:
[General]
Set PreviewTime: 12498 in the Hard — Done!
I suggest you to remove letterbox because it cuts the girl's head o.o — k done
I don't understand why the hard diff has different red lines point. You must fix it — I don't know what happened to it. Ok, so I wiped all the unnecessary points and used Leorda's metronome fix (I added +14 to follow other diffs and keep the offset correct (or rather good-approximated; better take it as a basis).
[TicCl!ck's Hard]
00:26:086 (5) - CTRL + R flows better — agreed
01:09:688 (1) - clap — no!
01:26:458 (1,2,3,4,5,6,7) - It's confusing considering the previous easy part. — Ok, re-mapped to kickslider stream
The map is good, but all elements are unsnapped lol. You must snap them all. — lol done
UpdateChewin wrote:
[bomber's Insane]
00:10:076 (1) - Overlap better with 00:09:144 (1) changed ... even though i moved 00:09:144 (1)
00:11:753 (2,3,4) - Use the same 2.00x spacing of 00:11:566 (1,2) done
00:51:814 (1,2,3,4) - This could be pretty confusing and bothering to play çç I know what you are talking about, but i asked a lot of friends to test it and no one had problems with this. Let's see what i can do :/
00:57:777 (4) - Unrankable slider because totally overlapped with 00:57:031 (2) o.o lol i think it is perfectly readable and i see this kind of pattern so often in other maps but before we get to this annoying "Don't justify with other maps" discussion i change it :X
01:08:584 (2) - x:328 y:292 to make a triangle jump with 01:08:398 (1,3) k
01:12:683 (7) - New combo fine
This map needs some more work, especially on the inconsistant jumps :\not to be unpolite but for a map that needs more work, you didn't wrote that much
That's it, Stefan.
Good luck with it >w</
I fixed the unsnapped hitobjects in Ono's Diff. Thanks for the Mod.Chewin wrote:
Hi Stefan, mod from my special queue.
[General]
Set PreviewTime: 12498 in the Hard Fixed.
I suggest you to remove letterbox because it cuts the girl's head o.o Changed.
I don't understand why the hard diff has different red lines point. You must fix it Fixed.
[Easy]
00:01:132 (1) - I suggest you to remove the 3rd waypoint because the slider would have a better flow without it k
00:04:113 (1) - ^ and move it to some grid down to blanket better with the previous circle (3) k
00:19:019 (1) - Remove whistles to keep consistency with previous hitsound parts, like: 00:16:038 (1,2,3) k
00:35:417 (1,2,3) - I'd use whistles on each sliders' heads and tails to fit that soft sound in the music k
[Normal]
00:49:578 (6) - New combo accoring to the new rhythm, remove it from 00:50:696 (1) Nah, it fits well.
01:00:385 (2,3) - To keep consistency with 00:57:404 (2,3) remove clap from (2) adding it on (3)'s start removing whisltle instead k
Wait, WHAT?those wrote:
It's very obvious that 00:01:132 - is 6/4 and 00:03:368 - is 4/4.
You say this but it is very clear that 00:04:113 - Is a correctly lined up big white tick (a new measure)those wrote:
If you don't make the first measure 6/4, then every subsequent measure will be half a measure late.
No idea about this timing thingy D: It worked the whole time (at least for me) so why change it? Stefan has to decide that, because of that all maps need same timing thingy rule guideline ...those wrote:
[bomber]
- Surprisingly the intro wasn't affected by the time signature difference. But 00:10:076 (1,2,3,4) - feels out of place; especially in an Insane, 4 1/1 objects in a row do not fit. took some time to change it but ok. I actually liked that 4x 1/1 ...
i suck at explaining so don't think to much about it but i found that it adds ... tension or just supports the following 2xdisance 1/2 "jump" part. Anyways i changed it.
- 00:12:498 (1,2,3) - Fan these toward the outside instead of toward the inside; it will look better with regards to (4). Thought the same before reading it when i changed the suggestion above
- 01:08:957 (4,5,6,7,8,9,10) - Is there a particular reason for spacing decrease? Or rather, is there a reason why 01:08:398 (1,2,3) - is a larger spacing? well i just took Chewin's suggestion there ... I didn't really checked the spacing orz. It does look nice though ... i try to change it
But the darker notes that grumd pointed out have to be at the end of the measure, due to its nature in the tonal system.TicClick wrote:
I hope you know already about the thing called "emphasizing"; it doesn't mean a song changes its signature, it only means that a certain beat (or two, or three, doesn't matter) might be heard as a downbeat.
You can take any 4/4 piece of music, shift it by two beats, and emphasize the start of the measures after the shift, and say that your time signature is correct (which is obviously false since you took the correct time signature to start with and shifted it). But it's the relationship of the tones in the music that matters. There may be reasons why you feel rhythm emphasis can depict the time signature, but cadences always end on strong beats, not weak ones. The darker notes form the second last chord in the cadence (I don't know if you can hear this or not, but it is what it is), so the chord following it must be at a strong beat, i.e. the beginning of the measure.those wrote:
But the darker notes that grumd pointed out have to be at the end of the measure, due to its nature in the tonal system.
Setting the first measure as either 6/4 or breaking it into 4/4 and 2/4 is the same thing. It doesn't need to be 6/4, even; however, a 4/4 metronome reset is required at 00:03:368 - regardless, and that has been the only point I've been trying to make.Loctav wrote:
Putting 4/4 2/4 (refer to Luna's post) is the most acceptable measure setting here.
I am waiting that Sallad4ever is going to mod it.Mercurial wrote:
Go update this.
yo I am waiting, tooJenny wrote:
I am waiting for your rank.
;w;bomber34 wrote:
yo I am waiting, tooJenny wrote:
I am waiting for your rank.
100,256,72683,6,2,B|108:312|156:340|200:340|200:340|216:320|216:320|236:340|236:340|256:320|256:320|276:340|276:340|296:320|296:320|312:340|312:340|356:340|404:312|412:256,1,450,8|0,0:0|0:0,0:0:0
Thanks for your Mod!Sallad4ever wrote:
Sorry for the late reply
[General]
- I've read the timing signature discussion and I'm on the side that the signature on 00:01:132 should be 4/4 & the timing section on 00:03:368 is unnecessary, but rather than starting another discussion just let the next BAT give you the final judgement and leave it as it is for now Alright.
- The last 2 uninherited timing section in TicClick's diff are different then the other diff, please fix this Gonna fix this, when I get Tic's Update.
[Easy][Normal]
- 00:10:076 (1) - Add finish at the start Ok.
- 00:48:833 (3) - Add finish at the slider end Alright.
- 00:53:305 (1) - Add finish at the start Ok.
- 00:59:267 (1) - Whistle at the end sounds better than clap Good.
- 00:33:926 (1) - Remove NC There starts a new part of the Song..
- 00:53:305 (1) - Change the whistle at the slider start to finish or maybe make it into 2 finish at the start and the end so it'll be the same with 00:10:076 (1) Ok.
- 00:55:168 (4,5) - I suggest to CTRL + G these 2. The end of slider is kinda passive considering the emphasize on 00:55:541, so rather than a slider a circle give better feedback for the music I see what you mean, changed.
- 01:12:683 (4) - Hmm...This looks better if you change the last red point into a normal one. Kinda like this Okay!
http://puu.sh/1lB7KSallad4ever wrote:
Sorry for the late reply
[bomber's Insane]That's all from me. Good Luck~
- 00:28:895 (6,7) - It's better to continue the previous flow by CTRL+G these 2 okay, but I also used ctrl+G on (7,8) afterwards, because flow was even better with the diamon that it creates
- 01:12:683 (1) - I try making the slider more symmetrical wow nice
SPOILER100,256,72683,6,2,B|108:312|156:340|200:340|200:340|216:320|216:320|236:340|236:340|256:320|256:320|276:340|276:340|296:320|296:320|312:340|312:340|356:340|404:312|412:256,1,450,8|0,0:0|0:0,0:0:0
Gabe wrote:
[Jenny]DAT BG IS SO CUTEEE<3
•00:14:734 (6,7,8) - Why that inconsistent spacing? ;o - that is because the following tripplet has a stronger impact and thus feels more natural this way; the stronger the impact, the "harder" the mapping
•00:35:789 (2,3) - These two sliders could be the same as the previous slider (1) - i think the current suits quite well, recycling and rotating the slider feels too monotoneous and makes the sliders feel clunchy to each other
gonna fix that or so or so not or so, so ....Gabe wrote:
Hi there Stefan, TicClick, OnosakiHito, Nitojgrem, bomber34 and Jenny. Seriously Stefan?
As requested on my modding queue and sorry, I don't even know how to map/mod CtB difficulties and also, don't mind all these suggestions. I just wanted to point things that may be helpful for the ranking:[bomber34]Hitsounds modThis box is for hitsounds. When I look for hitsounds, I am mostly looking for the consistency. Sometimes I may give some suggestions oh shit hitsounds. Something i don't really care for, because I don't pay attention to that useless thing while playing
•Two things that I didn't liked here: The normal whistles at the beginning and then *boom* it goes to claps without consistency. You should pay attention here to make your hitsound consistent and have soft whistles. You can look at the other difficulty to have an example. So for now.. I will mod your hitsounds the way you've did it.. Also, with your hitsounds, try to be logic. By this i meant, don't add random hitsounds because you think it sounds good. It must have atleast some consistent. Normal Hitsounds sound better, to use soft whistles would mean adding extra hitsound mp3 which stefan would have to upload and a lot of green lines. But meh we have the new hitsound feature so okay ... which don't work as wellcause other hitsounds are getting soft too which is also ugly
•00:05:604 (1,2,3,4) - Seems like you've stopped to add whistle here and restart after the combo. Actually, it may be bad because it sounds empty. My suggestion here will too add whistles to the circle 2 and 4. With the way you've placed your previous whistles, it will be better with adding some there.
•00:09:889 (6,1) - Of these two combos, do you see something different? I've said to two points above and it's what I didn't liked. Having alot of whistles and then it magicaly goes to claps. Try to keep all your whistle and start doing clap consistency at 00:13:057 (4) - .
•00:16:038 - Since you have a clap here and a clap at the slidertail, it would be better if you replace the clap by a finish.
•00:44:361 (1,2,3,4,5,6,7,8) - I have a suggestion here that may fit your song better. Delete add the hitsounds to these objects and add whistles to 00:44:361 (1) - , 00:44:640 (3) - , 00:44:920 (5) - , 00:45:106 (6) - , 00:45:385. Try to keep that consistency with the next combos.
To be honest I've done not much with your suggestions. I just removed all normal whisltes except chorus KIAI time part. Maybe they aren't the best it could be but i think they are "better". Redone some parts uhh i think that's itObjects modThis box means that I am looking at flows and useless circle/slider that doesn't sound really good or even, doesn't fit well for the difficulty.
•00:19:578 (1,2,3,4,5,6,7) - These circles should make a better square form here. meh a normal square doesn't look so good I changed it a little bit to make it more symmetrical though
•00:20:883 - Do this slider has to have this form? It looks very weird. Try to make something else. personally I don't see your problems. I improved it tough, thx to the new slider algorythmCombo modThis box is for new combos. If new combos are fitting well with the vocals or if they aren't too big (ex: 23combos)
•00:36:535 - Add a new combo here, it seems to be better like this because of the last pattern. For some reason I would like to reject this because I actually like the way the follow dots work (which is a weird argument though). I also saw that I use the same "combo" pattern at the end and i start a new combo on 00:37:653 (1) - I take it
•00:41:007 (4) - Add a new combo here, it will follow the song. see stuff ^
•00:42:125 (7) - Same thing as above, same reason. one more time ^
Except of the Things I quoted I took every suggestion, thanks.Gabe wrote:
Hi there Stefan, TicClick, OnosakiHito, Nitojgrem, bomber34 and Jenny. Seriously Stefan?
As requested on my modding queue and sorry, I don't even know how to map/mod CtB difficulties and also, don't mind all these suggestions. I just wanted to point things that may be helpful for the ranking:[Easy]Hitsounds modThis box is for hitsounds. When I look for hitsounds, I am mostly looking for the consistency. Sometimes I may give some suggestions
•00:55:541 - You can skip this one if you want, but I think a finish will sound good here with the last slider. I perfer the Claps for now.Objects modThis box means that I am looking at flows and useless circle/slider that doesn't sound really good or even, doesn't fit well for the difficulty.
•00:20:510 (2) - The flow here, is not really good. The flow should have been like this, but it goes like this. Here's another example of a good flow: 00:32:435 (3,4) - I've changed this on my purposes.Combo modThis box is for new combos. If new combos are fitting well with the vocals or if they aren't too big (ex: 23combos)[Normal]To be honest, the circle size seems to be too small with the approach rate for a Normal.. maybe it's just me. I see no problems behind of it.Hitsounds modThis box is for hitsounds. When I look for hitsounds, I am mostly looking for the consistency. Sometimes I may give some suggestions
•00:30:945 - Shouldn't this whistle be replaced by a finish? (I feel like repeating myself o.o); But yeah, anyways. Like some points above, "it won't make it louder with a finish". Replace the whistle by a finish, the consistency will be followed. This is actually wrong. When I add at 00:30:199 Whistle and at 00:30:572 Clap (imagine a Circle or so here) the Finish after the Clap would be totally fine.
•00:54:795 (3,4,5) - Oh gawd, that clap spam. To be honest, it fits pretty well, but I don't like it. Can you do like this: 00:11:939 (2,3) -, it's like.. more soft? Sounds not epic, tbh. lol
Sorry, for the points above, I've became really lazy.. I can understand it. lolObjects modThis box means that I am looking at flows and useless circle/slider that doesn't sound really good or even, doesn't fit well for the difficulty.Combo modThis box is for new combos. If new combos are fitting well with the vocals or if they aren't too big (ex: 23combos)
Good luck with your map, catch this!<33
It's okay (I'm used to that >>)... so cute to greet anyways, so greetings back to a crazy Canadian /o/Gabe wrote:
Hi there Stefan, TicClick, OnosakiHito, Nitojgrem, bomber34 and Jenny. Seriously Stefan?
As requested on my modding queue and sorry, I don't even know how to map/mod CtB difficulties and also, don't mind all these suggestions.
to, a, crazy, canadian?Nitojgrem wrote:
It's okay (I'm used to that >>)... so cute to greet anyways, so greetings back to a crazy Canadian /o/Gabe wrote:
Hi there Stefan, TicClick, OnosakiHito, Nitojgrem, bomber34 and Jenny. Seriously Stefan?
As requested on my modding queue and sorry, I don't even know how to map/mod CtB difficulties and also, don't mind all these suggestions.
/me runs~
That doesnt count, young lady.Stefan wrote:
Do I have something to say?
yay modfix incomingColin Hou wrote:
[bomber's Insane]
- Insane is not really common for touhou map, consider Lunatic as dif name. depends on what people understand of Lunatic xD meh I just rename it to that
![]()
- 00:35:417 ~ 00:44:361 - reset whistles to the 2nd and 3rd whilte ticks for 1/2 notes ??? and I think Hitsounds are fine there as they are
- 00:56:286 (4) - replace with a 1/1 slider? felt too empty as the starting of KIAI uhh I guess there is room for improvement for that slider xD
- 01:00:758 (1) - a 1/1 slider repeats once and work and sound better than this. as if you're trying to make a short rest time for players/ Not sure if that 1/1 repeat slider is that much better than a spinner which can be cleared with low spinrate but oh well
- 01:08:211 - I'm expecting something different with the things before. the keyboard is the most exciting part for this music ;( what do you mean? anyway added some sliders, changed pattern a tiny bit.
- 01:19:577 - better no empty if you're doing something 01:19:018 (2) - , or you'll break the rhythm. it repeats for times ?? what? no change. Don't understand what breaks rythm there o,o
- 01:23:118 - can be stronger as the volume is rapidly raised i'd say What can be stronger? I don't see the point to raise volume if you mean that
- most well done hitsound in this set, good job. really? I mean really?
ty Colin, if you remember, I requested that map once in the morning =w=/Colin Hou wrote:
can't remember how I got a request to this map w
CTB diff calls for sunglasses
Ty Deif ;3; ... and well, I won't call it an Overdose, netherless the huge amount of HDashes. It's still a too easy diff imo as that I'd call it an Overdose. As you just showed, it's possible to SS it with first try and my definition of an Overdose means as well that it's harder than a Rain (and not just counting the HDashes...).Deif wrote:
Regarding CTB diff: Yes, it's a jumpy one and nobody can neglect that. I've done a recheck to it and I haven't found any vissible: the patterns are pretty solid, the gameplay quite fluid (according to the melody notes), and the hitsounding is just perfect.
Due to the density of HDashes I just can suggest renaming it to Overdose, but apart of that the difficulty is more than ready to be enjoyed by the whole community.
@Stefan: Probably the fact that it's not bubbled yet was because of "Inconsistency in Timing". However, I'm not a MAT so I don't know how the bubbling criteria is ^^"
When playing, I personally don't find it "not smooth enough", although I get what you mean. Another possible solution is to rotate the square notes, but it will take some.. time to fix patterns following them.Byakugan249 wrote:
[TicC!ick's Hard]
00:01:877 (2) - if you can make this slider look like (1), the transition would look a lot smoother during gameplay.
Well that's not really surprising after he got that bad of a response and no of the... how many do we have in total here?... mods helped that much to improve the map... D:Stefan wrote:
Removed bomber's Diff, it will be available as seperate Download. And some changed have been made at Jenny.
I am not really happy about this, but well, I don't expect so much anymore of some people.